2d artist - issue 045 - september 2009

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Futuristic Environment Darren Yeow whips up a wonderful environment filled with cool shadows and warm colors using Google SketchUp as a tool to aid painting in Photoshop Organic and Inorganic Custom Brushes Nykolai Aleksander shows is how to create fabric & lace custom brushes in the second instalment of our returning tutorial series Project Overview David Munoz Velazquez talks us through the inspiration behind the intriguingly titled image, Hovercraft Parrot , whilst showing us the painting breakdown Speed Painting and Concept Design Björn Hurri jumps on board and shows us how to produce a character concept design sheet in the third part of our dynamic characters series Galleries Richard Anderson, Arnaud Valette & Randis , plus more! Issue 045 September 2009 Concept Art, Digital & Matte Painting Magazine Interviews Guillaume Menuel Articles Beyond Synaesthesia: Interview with Justin Lassen The Sketchbook of Cliff Childs • Free Brushes • Free Base Image • Free Fibonacci Spiral

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Page 1: 2D Artist - Issue 045 - September 2009

Futuristic Environment Darren Yeow whips up a wonderful environment filled with cool shadows and warm colors using Google SketchUp as a tool to aid painting in Photoshop

Organic and Inorganic Custom Brushes Nykolai Aleksander shows is how to create fabric & lace custom brushes in the second instalment of our returning tutorial series

Project OverviewDavid Munoz Velazquez talks us through the inspiration behind the intriguingly titled image, Hovercraft Parrot, whilst showing us the painting breakdown

Speed Painting and Concept Design Björn Hurri jumps on board and shows us how to produce a character concept design sheet in the third part of our dynamic characters series

GalleriesRichard Anderson, Arnaud Valette

& Randis, plus more!

Issue 045 September 2009Concept Art, Digital & Matte Painting Magazine

InterviewsGuillaume Menuel

ArticlesBeyond Synaesthesia: Interview with Justin Lassen

The Sketchbook of Cliff Childs

• Free Brushes• Free Base Image • Free Fibonacci Spiral

Page 2: 2D Artist - Issue 045 - September 2009

page 2www.2dartistmag.com Issue 045 September 2009

Contents

EditorialWelcome to issue 45, coming to you

from a cooling U.K. (after a debatable

summer), in which we aim to teach

you the art of perspective, lighting and

composition within our many great

tutorial series’ this month!

Darren Yeow is back with us to take

us through the painting of a beautiful

oriental-style scene which starts from

just a simple 3D base knocked up

using the free and intuitive software, Google SketchUp (p.50). This is the

third tutorial in this series and we’re really pleased with how our artists

have been using Google SketchUp in different ways to achieve their

own unique goals. We hope you’ve enjoyed what we’ve brought you

so far and that you’ll learn many new techniques to help speed up your

painting by integrating 3D into your workflow over this and our coming issues.

We welcome Björn Hurri to this issue to teach us a thing or two about

creating character concept designs from an inside-industry point of view

(p.72). Taking the theme of a warrior and a Photoshop paintbrush, he

speedily paints for us a character in both an interesting front and back

pose – showing us a neat trick of how to quickly get your back pose from

the front without too much trouble along the way, too. The importance

of Björn’s workshop is all about creating a character that a 3D modeler

can easily work from, which is perfect for this series contributed to by

professional artists working in the industry, including Darren Yeow and

Bruno Werneck. We’ll be discussing dynamic and exaggerated poses

next month when we introduce Mark McDonnell to 2DArtist, a designer

working for the animation and entertainment industry, and author of the

recent book on gesture drawing, The Art & Feel of Making it Real. In

the final chapter of the series we’ll be inviting David Smit to share his

lessons on camera placement, framing, fore-shortening, and distortion.

So plenty to look forward to!

Fans of Nykolai Alexander’s work will be particularly thrilled to see

her appear in three great articles this month. Not only is Nykolai

taking us through the third chapter of our Beginner’s Guide to Digital

Painting series (p.80), but she’s also here to teach and create for us

the most stunning set of custom brushes for fabric and lace – shown

in demonstration on this month’s cover image (p.62). But even that’s

not all! On top of this we also have an exclusive for 2DArtist: an artist-

on-artist interview by Nykolai Aleksander who puts the one and only

Justin Lassen under the spotlight to find out about his life and plans following his work on the Synaesthesia projects (p.26). This is a beautiful

interview featuring work by greats such as Alex Ruiz and John Wallin

Liberto, accompanying the soulful responses from CG community

legend, Justin Lassen.

Our artist interview is with Guillaume Menuel whose work we have fallen

so much in love with that we’ve had to get it printed for the office walls! Guillaume has the ability to turn just a few brushstrokes into a powerful

masterpiece, and currently a concept artist for Ubisoft, Quebec City,

he took some time away from his digital canvas to satisfy our intrigue.

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Contents What’s in this month?

Guillaume MenuelConcept Artist at Ubisoft

Sketchbook The Sketchbook of Cliff Childs

Beyond Synaesthesia Interview with Justin Lassen

The Gallery 10 of the Best 2D Artworks

Using 3D as a Base for 2D 3D Paint-Over by Darren Yeow

Custom Brushes Fabrics & Lace by Nykolai Aleksander

Dynamic Characters Part 3 – Speed Painting & Concept Design

Digital PaintingBeginner’s Guide by Nykolai Aleksander

‘Hovercraft Parrot’Project Overview by David Munoz Velazquez

‘‘‘Containment Breach Sub-Level 5’Digital Art Masters: V4 Free Chapter

About us 3DTotal.com Ltd Information & Contacts

Free Stuff!Wherever you see this

symbol, click it to download

resources, extras!

Editor Lynette Clee

Lead DesignerChris Perrins

Layout Layla Khani Matt Lewis

MarketingJo Hargreaves

Content Lynette Clee

Tom GreenwayRichard TilburyChris Perrins

Jo Hargreaves

ProofingLynette Clee

Jo Hargreaves

Check out his playful portfolio on p.6 for a generous helping of inspiration!

We feature Cliff Childs in our Sketchbook article this month, who has

currently just returned from an internship at Sony Santa Monica Studios.

Delve into this up-and-coming artist’s sketchbook on p.18 for tips on how

to keep your concepts original and exciting, and then be sure to hop on

over to our “making of” featuring the uniquely titled image, Hovercraft

Parrot, on p.92, by David Munoz Velazquez – a truly inspired image from

a fantastic portfolio that we’re excited to learn a little more about!

I shall leave you to discover the Gallery and get cracking with your own

masterpieces! See you next month for more where this came from. Ed.

Page 3: 2D Artist - Issue 045 - September 2009

Contributors

Setting up your PDF reader For optimum viewing of the magazine it is recommended that you have

the latest Acrobat Reader installed.

You can download it for free here: DOWNLOAD!

To view the many double-page spreads featured in 2DArtist magazine,

you can set the reader to display ‘two-up’, which will show double-

page spreads as one large landscape image:

1. Open the magazine in Reader;

2. Go to the View menu, then Page display;

3. Select Two-up Continuous, making sure that Show Cover Page is also selected.

Get the most out of your

Magazine!If you’re having problems viewing the double-page spreads that we

feature in this magazine, follow this handy little guide on how to set

up your PDF reader!

Page 4: 2D Artist - Issue 045 - September 2009

page 4www.2dartistmag.com Issue 045 September 2009

Contributors

Contributing ArtistsEvery month many artists around the world contribute to 3DCreative and

2DArtist magazines. Here you can find out more about them. If you would

like to be a part of 3DCreative or 2DArtist magazine, please contact:

[email protected]

Guillaume Menuel A 27-year old French artist

currently living in Quebec,

Canada. He’s now working

as a concept artist at Ubisoft

in Québec City after four years at Ubisoft in Paris,

where he worked as a 3D artist and artistic director.

He’s also currently thinking about a comic project

based on his recent personal works.

http://gmgallery.blogspot.com/

[email protected]

Justin Lassen

A well respected multi-

instrumentalist, composer,

remixer and producer with

nearly 15 years of experience in

the music, film, and video game industries. Lassen’s

masterful compositions have been praised and

quoted by leading CG artists, film, game and music

professionals the world over. In 2006 he released his

wildly successful “Synaesthesia” series, melding the

worlds of music and CG artwork together.

http://www.justinlassen.com/

[email protected]

Nykolai AleksanderBorn in Germany in 1978, she

moved to England in 1999,

and currently lives in South

Africa with her husband. She’s

been painting digitally since 2002, and works as

a freelance illustrator for both private clients and

companies.

http://www.admemento.com

[email protected]

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Contributors

Björn Hurri A concept artist and illustrator

currently employed by multi

award-winning, The Creative

Assembly. He spends most

of his days painting illustrations and concepts for

all of their current and future titles, and in-between

spending his time painting both day and night, he

takes care of his wonderful wife and his now one-

year old son.

http://www.bjornhurri.com/

[email protected]

Cliff ChildsMoved to the L.A. area from

St. George, Utah to attend Otis

College of Art and Design. His

undying love for videogames

led him to discover the world of digital painting and

concept art. He has recently been part of the God of

War 3 team as a junior concept intern at Sony Santa

Monica Studios. He plans on one more year at Otis

before pursuing a career as a concept/freelance

artist and illustrator.

http://cliffsconcepts.blogspot.com/

[email protected]

David Munoz Velazquez

A multi-disciplinary artist

specializing in character design,

lighting, and digital sculpting.

He studied graphic design for

five years, after which time he worked as a freelance

graphic designer, also spending time painting.

Before moving to the animation industry he worked

in videogames for four years, and for another year

freelance. He’s currently working in the animated film

industry, at Kandor Moon.

http://www.munozvelazquez.com/

[email protected]

DarrenYeow

27-year old self-taught

illustrator, originally hailing

from Adelaide, has worked as

a concept artist, user interface

designer and art director in video game companies

for the past four years, and currently lives in

Melbourne. Outside his full-time role as an in-house

concept artist working on next-gen games, he tutors

hopeful young artists, works on commissioned

freelance projects, and is writing a book for those

wishing to pursue a career in concept art.

[email protected]

Page 6: 2D Artist - Issue 045 - September 2009

We fire a few random questions at Guillaume Menuel and he shoots

back some whacky answers ... well I guess that’s how an interview

usually works, but anyway it’s a good

read (mainly about bikini girls and

robots) so get going!

“It’s a vision of an apocalyptic world at war

where a stupid army full of mechs and big

vehicles decides to invade beaches, because there’s

sun at the beach you know...”

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page 7www.2dartistmag.com Issue 045 September 2009

Guillaume Menuel Interview

Interview with Guillaume MenuelHi Guillaume, can you start by telling us a little

about yourself and what you do for work and

play?

Hi Tom, I’m a 27 year old French artist. After

four years working for Ubisoft, Paris as a

3D artist and artistic director, I left last year

for Ubisoft, Quebec City where I’m currently

working as artistic director.

As you can imagine, after work I need to paint

and draw for myself; to escape from a very

binding industry and have some fun. I like video

games a lot and I like my work, but I can’t only

devote myself to it. So that’s why personal

painting, playing music, movies, beer and

friends are so welcome!

Sounds like a nice lifestyle! Having moved

from Paris to Quebec City, what would you say

are the main differences between a French

Canadian city and French city?

People’s mentality is so different! I have the

feeling here that everything is much more

simple. In Quebec I can really breathe! Paris

and Quebec City are two different dimensions;

I love both, but Quebec City is such a peaceful

and sweet place to live. But I must say I do miss

the energy of Paris. It is a very inspiring city ...

Red stars and red bikinis! I see them

everywhere in your portfolio; there are lots of

bikinis throughout and you seemed to grow fond

of stars in 2008 and 2009, why is this?

Thanks for the question, it’s the first time I’ve

had to wonder about the whys of all of this. Well,

I have a simple answer for bikinis, just one word:

sexy! There is no great philosophical answer,

I’m afraid, just a primary feeling. But I don’t want

to represent girls as stupid big-boobed babes; I

draw them as strong characters. They’re sexy,

but don’t try to fool them.

For the stars, as you’ve seen it’s a military

representation - I always been fascinated by

military visuals. Also the star is a cool graphical

pattern, I like it for its simplicity and strength

and I’m fascinated with its use in political and

military history. But I don’t want to use it just

because it’s cool; I try to laugh about its political

significance by applying it to funny mechs and

“Nothing is taken seriously in my work. I try

to mix all the elements and create surrealist

situations”

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Guillaume Menuel Interview

vehicles. Nothing is taken seriously in my work.

I try to mix all the elements and create surrealist

situations.

As you say nothing is taken too seriously with

your work - are you aiming to amuse the viewer

or convey some other feeling? Or don’t you

really think too much about the viewer’s opinions

and just draw for yourself?

Many very talented artists have already painted

serious and realistic stuff that I admire. Rather

than copying them badly I prefer to continue

creating crazy stuff that is very natural for me

to make! Of course when I draw I think about

the people who will see my work (especially

professional people) and that’s why I try to make

the best picture I can. Having viewers pushes

me to give the best of myself, and I don’t like

bad crits - even if I need them and take them

very seriously [Laughs]! But every picture you’ve

seen from me is a personal project. I think

about a scene, I find it cool and fun, I paint it

and it’s so cool knowing someone took it as the

wallpaper on their computer!

If I was asked the one thing I like best about

your work, I would say it is the colours you

choose. You seem to have a natural ability

to pick the most beautiful, yet subtle, colour

palettes - can you tell us a little more about this?

Wow, thanks for that! I wouldn’t say it’s a natural

ability; when I paint I take a lot of time trying out different colors and

mixing layers - it’s probably the longest part of my work. I wish I could

decide before starting a work what my palettes will be, but they’re always

changing at different stages. Actually I always come back to the same

palette. I don’t know yet if I like it like that or not, but there it is! And if you

like it, maybe I should continue this way.

“Actually I always seem to come back to the same

color palettes”

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Interview Guillaume MenuelThere are lots of cute robots running around

in your portfolio. Why do you love to paint

them and what are your influences for these

characters?

It definitely comes from my interest in Manga,

Japanime and SF movies. I guess my interest

in robots came from the same reasons as

everyone else who draws robots. I like to draw

them because of their graphical malleability:

you can do what you want with their shapes.

But it also a lot of fun to be able to give them

a personality with very few details; sometimes

you can make them much more expressive than

humans. They tend to be cute in my drawings,

because as I said previously, I don’t take things

too seriously in my work.

Have you ever tried any other mediums, such as

3D modelling, for your robots?

I used 3D for a few years in video game

industry, but for more than two years now I’ve

only worked with 2D tools and I prefer that so

much! I’d love to make a short movie or a video

game demo based on my characters - that

would be a good opportunity to come back to 3D

tools. Well I say that, but I’m actually currently

working on a picture with a friend (also an artist

at Ubisoft), which mixes 3D and 2D (he creates

the models and scene and I paint over it).

I also work a little bit with acrylic on canvas. In

the past I used to work a little with argyle and

I’d love to try urban painting and make my mech

army invade city walls!

Your images “Red Star and Bikini” and “Beach

Robots Attack” have a lot of similar elements.

Are these images based on anything in

particular?

Not really, they both present a vision of an

apocalyptic world at war, where a stupid army

full of mechs and big vehicles decides to invade

beaches because there’s sun at the beach, you

know... but bikini-clad girls won’t let that happen!

Maybe the script for a comic or something else?

Who knows [Laughs]!

Page 15: 2D Artist - Issue 045 - September 2009

Your image “Miami” was one of our favorites to be published in our book

Digital Art Masters V3. How did you find this whole experience?

This experience was great! It was the first time my personal work had

been professionally published, so I was really excited about it. It was even

more exciting that I had the opportunity to explain the background of my

picture and how I worked on it. I didn’t have time this year to participate to

the new volume of Digital Art Masters, but I’ll be there next time!

I’m going to hold you to that Guillaume! Call for entries will be around

October some time and I’m expecting to see some red bikini-clad girls

chasing some crazy robots! Thanks again for your time and it’s been great

chatting, Tom.

Thanks to you too! I’ll be there in October and stupid robots will definitely

be there trying to conquer the world!

Guillaume MenuelFor more work by this artist please visit:

http://gmgallery.blogspot.com/

Or contact them at:

[email protected]

Interviewed by: Tom Greenway

Page 16: 2D Artist - Issue 045 - September 2009

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Page 18: 2D Artist - Issue 045 - September 2009

“The sketch phase is my favorite because it allows me to go crazy with shapes and value without thinking about anything specific, and it allows me focus on composition”

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Cliff Childs Sketchbook

Sketchbook of Cliff Childs CharactersWith my quick sketches I usually have a

direction I want things to go in, and the main

theme for these was to come up with something

odd and interesting by combining weird

creatures with human qualities (Fig.01a – 02b).

I started with some loose line drawings, working

directly on the Wacom tablet, and then blocked

in light and shadowed areas. Once I was happy

with the creature and the pose, I worked out the

values a little more whilst thinking about light

direction.

“Overlaying photos of food or skin is a great way to find interesting color variations”

When moving to color I like to first use Overlay, Soft Light, and Color

layer blending modes in Photoshop so that I keep some detail from

the grayscale. Overlaying photos of food or skin is a great way to find

interesting color variations – once I see a set of colors that I really like, I

usually color-pick from there to finish building up my characters.

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Cliff Childs Sketchbook

Grayscale to ColorA great way of starting color is to lay down some base colors just to help

set the tone and mood. In the tank and sci-fi sketches (Fig.03 – 04), I took

any random photograph that had a great set of base colors (like a desert

for the tank and an underwater picture for the sci-fi piece) and played with

the layer types in Photoshop until I found something that looked good

whilst not washing away my sketches. I sometimes blur the photos until

they become just smooth colors. In

the sci-fi sketch I made a stroke of

color under the Color Dodge layer

to create a glowing light effect, and

then duplicated that to create beams

of light. If I see some section or

piece of a sketch that is interesting,

I like to duplicate just that section

and transform it in other areas of the

sketch to add some repetition and

continuity.

“I sometimes blur the photos until they become just smooth colors.”

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Sketchbook Cliff Childs

SketchesMost of the time, I find the best way of coming up with an idea is to just

randomly throw down interesting brushstrokes/shapes and only focus on

making the values and composition work. I will usually then begin to see

something that will spark an idea of what kind of direction I want to take it.

Using shape tools and the Lasso Tool is a good way to start a man-made

environment, and loose texture brushes are a good way to start something

that looks natural and organic. Sometimes starting with random photos

causes me to create something that I never would have thought of, and it

also helps for setting a solid perspective. In the industrial sketch (Fig.05),

I started with a picture of screws, nuts, and bolts and turned that into a city

– randomizing is a great way to help me look only for interesting shapes

within a photograph.

“Randomizing is a great way to help me look only for interesting shapes within a

photograph.”

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Cliff Childs Sketchbook

The sketch phase is my favorite

because it allows me to go

crazy with shapes and value

without thinking about anything

specific, and it allows me focus on

composition. My ideas usually come

to me as I paint; I hope that my

sketches lead to images that look

different and interesting. Instead of

making something recognizable into

something interesting, I try and start

with something interesting and then

make it somewhat recognizable.

That way it has more originality!

Cliff ChildsFor more information please visit

http://cliffsconcepts.blogspot.com/

or contact

[email protected]

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Sketchbook Cliff Childs

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“I constantly have a feeling that the music is just going to burst out of my chest at any point with an intensity I can’t control. I keep myself on edge, never letting myself explode, because I know I would lose all touch with reality if it ever came out all at once like that.”

Nykolai Aleksander, CG artist, close friend and co-collaborator in Justin’s “Synaesthesia” project, took some time to

sit down and talk to Justin about all the things that make him tick, and discover a side to him that may yet be unknown

even to hardcore Lassen fans.

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Beyond Synaesthesia An interview with musical mastermind, Justin Lassen

Beyond SynaesthesiaAn interview with musical mastermind, Justin

Lassen

IntroductionHis scores sound like

“a giant pot filled with

Enya, Aphex Twin,

Philip Glass, Danny

Elfman, Blue Man

Group, and Nine Inch

Nails swirled together until there is a black goop

burning at the bottom of the fire while steaming

piles of James Horner, Charlie Clouser and

Rachmaninov flow into the atmosphere…” - or

so it has been told.

But Justin Lassen, who has worked with

celebrities such as Madonna, Robert Miles

and Nine Inch Nails to name but a few, is more

than just another composer. He is a visionary

in the true sense of the word. He’s a dreamer

with a knack for the dark and mysterious (no

doubt something that runs in the genes, being

a direct descendent of one of the famous

Grimm Brothers), as well as someone who has

managed to stay with both feet firmly on the

ground.

An Interview with Justin, by Nykolai AleksanderHi Justin! First I want to thank you for doing this

interview! I’m all excited … I’ve never done this

before, so let’s hope I won‘t screw up too badly!

OK, how about we start with the usual stuff:

Could you tell the readers a bit about yourself?

Hello, and thanks for having me do this

interview!

Well, I’m a generally type casted as a dark artist/

composer/remixer/producer/musician, but I am

also many other things. I work in a lot of different

industries like films, videogames, music, radio,

media, etc. doing a lot of different odd jobs

and things. Not all of it is music or graphics;

sometimes it’s just spreadsheets and business

plans, or presentations for talks at schools or

pitch meetings. Whatever the project is, I just

make sure to do the best I can.

I was born in Colorado but mostly grew up in

Arizona, and I’m 100% self-taught musically,

though I was in any school choir I could get in,

all my life during those years (tenor). [Smiles]

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An interview with musical mastermind, Justin Lassen Beyond Synaesthesia

Aside from apparently always having a love for

music, what else did you do when you were

growing up – any hobbies worth mentioning?

Any dream jobs you thought up as a kid?

Growing up, I was either all in, or not at all.

There was no half-way of doing things in my

eyes. If I couldn’t give it my all, I wouldn’t try at

all. I didn’t see the point. I had to figure things

out to the fullest.

When I was into science and chemistry, I didn’t

just get a chemistry set, I got 10, and I ordered

from the real chemistry lab catalogues – new

beakers and test tubes and such. When I was

making films, I took advantage of my family’s

cameras to the fullest, from VHS to JVC

to MiniDV; I grew with the technology as it

progressed and created dozens of short films,

as I wanted to be a director one day. When I

was into computers I learned Basic, Pascal, C/

C++, Visual Basic, and whatever else came

along.

When the internet started I made it a point to

learn Perl/HTML/JavaScript, etc. I learned even

technologies that are obsolete today. I don’t

do as much programming or any of that stuff

because music became my true love.

When I wanted to be a magician, I didn’t just

learn a few tricks, I took magic classes, I bought

tons of books about tricks, I dreamed of one day

“When I was into writing plays, I got all the neighborhood kids and put together productions for

all the parents at my house.”

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Beyond Synaesthesia An interview with musical mastermind, Justin Lassen

having a show, I put on shows. When I was into

writing plays, I got all the neighborhood kids and

put together productions for all the parents at my

house. There was so much I did younger, and

did to the fullest. I have no regrets. I like who I

have become.

One dream that I would love to return to one

day is marine biology. I’ve always had fantasies

about the sea and oceans, and snorkeling for

the first time in Cancun last year really re-ignited

that spark inside of me. I think the oceans are

the most beautiful things that we have on Earth.

I love underwater documentaries and deep sea

exploration. If in the apocalyptic future when I

can’t make the music I love, I would return to

that kind of work and keep learning as much as

I can.

Even as a composer, I read so many books

and learn so many things; I think life is my

university and there is never a graduation date.

I love documenting and archiving, which yet

another passion of mine. I try to theorize how

we as a people will be able to save all of our

digital memories. This technologically advanced

society cannot go on forever, and maybe one

day this and all record of it will be lost and future

generations will have to start over from scratch

again? Maybe we’ve been through this cycle a

few times? This idea fascinates me.

How did you start in the music industry? Was it

a slow process, did you actively seek work, or

were you discovered in some way?

I was always fascinated with digital music

creation from the mid 90s, but it wasn’t until the

late 90s I started taking it more seriously as a

career, as opposed to a hobby. That proved to

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An interview with musical mastermind, Justin Lassen Beyond Synaesthesia

be the best choice I ever made. You have to

give it your all, or nothing will happen.

At first I didn’t know what to do; I sent out

random demos to tons of labels (this was

before we had MySpace and things like that).

It didn’t quite work, but ultimately I got my first

industry gig from one of my heroes, Robert

Miles, a brilliant platinum composer/artist that

I was listening to for ages. After working on

that project I started to get noticed by everyone

and one thing lead to another … and here I am

today.

For the technically inclined readers, what kind

of programs do you work with, and what kind of

computer power do you have at your disposal?

Believe it or not, I started making music on a

286 computer, at 33MHz and just 2MBs of RAM

with software like Midisoft Recording Studio

and Cakewalk. Over the years I’ve gotten more

powerful machines as they’ve come out. I

divide my time between two types of composing

processes: mobile and desktop. I do a lot of

travel around the world, so the last few years

has required me to have kick-ass laptops, filled

with the best sounds to jot down all my ideas, so

it’s usually Centrino systems. My current laptop

is a Core2 Duo 2.8GHz, 4GB RAM – plenty to

get a bunch of work done.

My stay-at-home desktop workstation is an Intel

Core i7 Extreme Edition running at 3.2GHz and

all the RAM and hard drive space I could ever

need. Between the two, I have enough power to

do all kinds of projects and styles. I use software

such as FL Studio, Sonar, Acid, Sound Forge,

and so on.

Many of us frequenting the CG scene will know

about your “Synaesthesia” project, a series

of compositions that not only accompany CG

images by various artists, but are the essence

of those images in sound. You were the first

to combine the two art forms. What was it that

made you do it, and how does it feel to be the

“founding father”, as it were, of a new art form

altogether?

Well, right after I invented the internet, I decided

that it needed a new art form, so I very quickly

put it together in a very founding-fatherly way.

“... that’s when I felt my first sincere connection with a CG artist’s vision...”

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[Laughs] Just kidding! But for real, there was not

any intention to create something new like that. I

was just as mesmerized by the end result as the

fans when it was all said and done.

I was staring at a beautiful painting by Martin

Bland in 2005 called “Medusa Fields”, which I

fantasized for a while about, and after reading

the description of it, “30 years have passed,

still the epitaph of past conflict stands, the

legacy of that fateful day, when the weapon

was deployed, a permanent reminder of our

failings, a permanent lesson for future society,

these fields are sacred, doomed, cherished” I

was hooked. I had goosebumps; I had felt its

soul. At first I knew what was going on in the

scene, but when I read the confirmation and it

was just as I imagined, that’s when I felt my first

sincere connection with a CG artist’s vision, and

a beautiful string piece played out of my fingers

like a ghost playing or something. I knew I had

something special when I heard it played back.

The CG artists tend to ask, “How did you know

what was in my head?” After the first series

was released, I knew I had something special,

unique and original on my hands; to have been

the world’s first and still only composer to be

front cover featured and celebrated on most of

the top CG websites and magazines, was not

only a huge honor (because I respect CG artists

to the core), but also very humbling. I get so

many supportive mails from CG artists and fans

who all say my music has helped them in some

way, which makes it all worth it.

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An interview with musical mastermind, Justin Lassen Beyond SynaesthesiaCould you briefly explain the process of writing

music for images? What is it that triggers you to

want to write a piece for an image? How does

it start?

This is a good question. I think the thing to keep

in mind is that not every image makes me feel

like composing. I think the thing I look for in a

work, is the soul. I look for mythologies built into

the setting. Not just colors triggering notes, but

worlds that I feel could actually come to life. If I

can’t immediately see the soul, it doesn’t mean

it’s not in there, it’s just that I must be blind to

that vision. [Smiles]

To me, the magic part about writing for images

is that there is no process at all; if it triggers me

to compose, it does it instantly and there’s no

complicated nonsense in the way, no step by

step. The music will just flow from my fingers

to the keyboard, or whatever instrument I’m

playing at the time, almost instantly, and I

immediately become transported into that world.

The image becomes my desktop wallpaper and

I live with that vision while working on the music

for as long as I need it. I am a world traveler

I guess, and I don’t mean just here on Earth.

[Winks]

If you could start over with the “Synaesthesia”

project, is there anything you would do

differently?

Interestingly enough, there wasn’t a big

mischievous scheme, no product was designed,

no business plan; it was quite literally just my

love for art, and especially CG artists and CG

communities around the world.

I suppose maybe it would have been smarter

to productize it much sooner or create a more

central hub for the fans, but would that have

been a wise decision? Would it have cheapened

it? Or did it happen as it was going to happen,

no matter what? I suppose the magic of

discovering my Synaesthesia series, is the

discovery part of it, itself.

I don’t know the answers to these questions. I

think I’m happy with the way the project worked

out all these years, and all the fans I got from

it. I think they can tell it was my heart speaking,

and sometimes crying, and not me inspired by

my need for survival.

That reminds me of a beautiful quote I once

heard about music that “it is not about what

you hear, not about the notes played and the

melodies consumed, but about the empty

spaces, the silence in between that makes it

sing.” – Any thoughts on that? What would you

say if asked to describe music in one sentence?

I agree with that statement. I think there are

all kinds of impressive musicians in the world;

some who can shred a thousand notes a

second on a guitar in melodic death metal, or a

pianist virtuosi playing the keyboard at such an

intensity, as if he or she has six fingers on each

hand, or seemingly four hands total – much like

the hero in the film, “The Legend of 1900”, when

he was showing up that jazz pianist in the final

“battle” scene.

I don’t have my head in the sand on these

matters. I, of course, think that is a very

“I would describe music as oxygen; if you lose too

much of it, you die.”

Page 33: 2D Artist - Issue 045 - September 2009

impressive feat, but I don’t necessarily draw

a personal or deep connection with that sort

of complicated stuff. Bach is incredibly genius

and talented, and so complicated with his

“inventions”, yet Beethoven’s Moonlight Sonata,

which has tons of blank space and room to

breathe, can touch me more? Why do I love

Samuel Barber’s “Adagio for Strings” choral

arrangement? Because it is simply beautiful, yet

full of complexity in other ways.

I would describe music as oxygen; if you lose

too much of it, you die. Get your fix whenever

you can, because maybe one day we won’t

have this much accessibility to music…

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An interview with musical mastermind, Justin Lassen Beyond Synaesthesia

It’s interesting that you mention Beethoven,

because that quote was made about his

music! Anyhow, what would be your dream

environment or conditions to work in? Honestly.

No holding back.

I’ve always fantasized about being kinda in the

same situation as the main character in Charles

Dickens’ “Great Expectations”. I dream of some

random lawyer/patron of the arts/rich/illuminated

type who would like to remain nameless, whom

I don’t know or ever heard of, to set me up in

a sacred and gifted place with all that I need,

and access to ensembles and instruments and

costumes to boot. I can imagine waking up in a

castle somewhere with all the proper amenities,

no bills, not a typical care in the world – just

music and creation and collaboration and

experimentation.

I often wonder what it must feel like to be a “trust

fund” kid, or generally people who could do

anything, but choose not to. I know a lot of these

types of rich people who don’t appreciate their

own “wealth” or use it to their advantage; they

seem to just live from one day to the next trying

to blend in. Musically, I feel like all that I’ve given

the world is only but a taste, even to me. It was

a tease, a mean joke on myself.

I often cry myself to sleep thinking of all the

symphonies in my head and in my dreams, and

I constantly have a feeling that the music is just

going to burst out of my chest at any point with

an intensity I can’t control. I keep myself on

edge, never letting myself explode, because I

know I would lose all touch with reality if it ever

came out all at once like that. It could possibly

be dangerous, like writing four symphonies at

the same time. I do hope to one day create

these stories and orchestrated happenings ...

I know, it’s a selfish and simple dream, but it is

mine.

Scenery and environments are so very

important to me ... I have to live life, and balance

life and dreams, and most of the time the dream

suffers to maintain the life. I also wish for a

gorgeous, very old extended octave (9) stage

piano. [Smiles]

I have known you for about six years now, and

I can’t believe I’ve never asked you this, but …

[Grins] lollipops or ice cream? And what flavor?

That’s an easy one! Ice-cream: mint and

chocolate chip. [Smiles]

Fizzy or Flat? – Drinks, not ice cream.

[Laughs] Fizzy, or never mind!

Sounds good to me! OK, before anyone thinks

we’re losing it … in closing, are there any big

projects you are working on at the moment, and

what are your plans for the future?

There are always projects – big and small –

going on constantly, and always on a global

scale. People don’t realize because I don’t make

“I live in little “moments” of time that transition and

fade into each other...”

Page 35: 2D Artist - Issue 045 - September 2009

it apparent on the websites, but I’m constantly

in touch with all kinds of creative people around

the world in various countries, dreaming up and

working on gorgeous ideas and contraptions. I

am honored and humbled to have earned the

amount of cool fans I have, big celebrated and

small obscurities, in the work that I’ve put out

into the world all these years. I really hope to be

able to keep putting out more and more work as

my life continues to progress and I continue to

write new chapters in this sometimes dramatic

story I’m eagerly the star character in.

I wish I could plan for the future like normal

people, but lately it’s been unfolding in front of

“When I first heard from Justin Lassen, he didn’t approach me empty-

handed. His efforts were accompanied by glowing references from the

artists he’d composed his work for already. He had several finished

spots for me.

“His work shines a new light of inspiration for digital visual artists and

is the ultimate jamming collaboration for those lucky enough to have

music composed by him from their images. Many go on to create

deeper, more voluminous pieces. It was worth revisiting his journey

on CGSociety.org.

“This leap into aural experimentation continues to bring amazing

dimensional expansion to visual digital arts. I hope he continues and

I wish Justin Lassen well.” – Paul Hellard, Editor, CG Society &

Ballistic Publishing

me, without my permission. I wish I could live

out of an Outlook Calendar or iPhone like all

the other normal business people in the world,

but my days don’t have 24 hours like everyone

else’s, and my years don’t have 365 days. I live

in little “moments” of time that transition and

fade into each other on a constant basis. Now

that we are beyond the Synaesthesia series, I

look forward to my future as much as anyone

else and I can’t wait to see what comes out next.

I am on pins-and-needles now.

Any last words before we are told to shut up?

[Smiles]

Never shut up. Always dream!

Justin LassenFor more information please visit

www.empireofmodernthought.com (website)

http://www.justinlassen.com (blog)

or contact: [email protected]

A 2-Disc Special edition CD with all tracks

from the Synaesthesia project is scheduled for

release in October 2009.

Interviewed by: Nykolai Aleksander

For more information please visit:

http://www.admemento.com/

Or contact: [email protected]

Page 36: 2D Artist - Issue 045 - September 2009

modo is for artists

PMS COLORED

116 U

404 U

TM

3D image created in modo by Luxology. Credit: Gelmi

®

3D image created in modo by Luxology. Credit: Gelmi For more information, visit modo3D.com

Page 37: 2D Artist - Issue 045 - September 2009

Vancouver Film School congratulates Neill Blomkamp,a graduate of the one-year VFS 3D Animation & Visual Effects program, on his first feature film, the acclaimed District 9!41 talented VFS alumni helped realize Neill’s innovative vision for what critics are calling “a landmark film”, and we’re proud of all of them.

Exclusive interviews, video, giveaways, and more »vfs.com/D9

VFS ALUMNI ON DISTRICT 9

Neill Blomkamp (Graduated 1998)

DIRECTOR & CO-WRITER

Terri Tatchell (2001)

CO-WRITER

Shawn Walsh (1997)

VISUAL EFFECTS EXECUTIVE PRODUCER

James Stewart (1997)

CREATURE SUPERVISOR

Robert Bourgeault (1997)

LIGHTING LEAD

Derek Stevenson (1998)

MATCHMOVE LEAD

Brett Ineson (1996)

MOTION CAPTURE SUPERVISOR

Christopher Ahrens (2006)

LIGHTING ARTIST

Geeta Basantani (2001)

COMPOSITOR

Peter Benson (1999)

MOTION CAPTURE ACTOR

Jelmer Boskma (2006)

MODELER

Freddy Chavez (2005)

VISUAL EFFECTS COMPOSITOR

Dominic Cheung (2005)

LIGHTING TECHNICAL DIRECTOR

Paul Copeland (2005)

VISUAL EFFECTS ARTIST

Anthony Di Ninno (2006)

ANIMATOR

Ian Fenton (2001)

COMPOSITOR

Brian Harder (2000)

CREATURE RIGGER

Nathaniel Holroyd (2007)

VFX COORDINATOR

Bernhard Huber (2006)

EFFECTS ANIMATOR

Steve Johnston (2006)

RENDER WRANGLER

Patrick Kalyn (2001)

ANIMATOR

Bernhard Kimbacher (2007)

VISUAL EFFECTS DATA COORDINATOR & COMPOSITOR

Julianna Kolakis (2006)

CREATURE TEXTURE PAINTER

Veronica Marino (2006)

COMPOSITOR

Adam Marisett (2005)

VISUAL EFFECTS ARTIST

James McPhail (2007)

VISUAL EFFECTS TECHNICAL DIRECTOR

Nikolai Michaleski (1997)

COMPOSITOR

Jacob Miller (2006)

MATCHMOVE ARTIST

Francisco Moncayo Moreno (2007)

DIGITAL EFFECTS ARTIST

Brendon Morfitt (2004)

DIGITAL ARTIST

Fernando Pazos (1996)

ANIMATOR

Dan Prentice (2004)

CG ARTIST

Mike Rhone (1999)

VISUAL EFFECTS ARTIST

Cynthia Rodriguez del Castillo (2007)

DIGITAL PAINT & ROTO ARTIST

Cesar Rodriguez Bautista (2006)

DIGITAL PAINT & ROTO ARTIST

Marc Roth (1997)

VISUAL EFFECTS ARTIST

Ben Burden Smith (1999)

MOTION CAPTURE FIRST AD

Richard Sur (2006)

LIGHTING TECHNICAL DIRECTOR

Anna Tonrungroj (2008)

DIGITAL COMPOSITOR

Grant Wilson (1991)

ANIMATOR

Joey Wilson (2005)

MODELER

Samson Wong (2007)

MATCHMOVE ARTIST

Page 38: 2D Artist - Issue 045 - September 2009

This Month we Feature Image from:

Mateja Petkovic

Florian de Gésincourt

Ioan Dumitrescu

Arnaud Valette

David Smit

Branko Bistrovic

Vlad “Duke” Kuprienko

Pao (Thitipong Jitmakusol)

Randis

Richard Anderson

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The Galleries 10 of the Best

Days of VictoryIoan Dumitrescu aka jonone

(Right)

[email protected]

The Medieval KingdomMateja Petkovic

(Below)

www.matejapetkovic.blogspot.com

[email protected]

Winner of the CGTantra Futuristic Cityscape Matte Painting

Challenge, sponsored by 2DArtist Magazine

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10 of the Best The Galleries

Futuristic Cityscape - Dubai in 100 YearsFlorian de Gésincourt (a.k.a. dges)

http://www.dges.fr; http://dges.over-blog.com

[email protected]

(Above)

Winner of the CGTantra Futuristic Cityscape Matte Painting Challenge,

sponsored by 2DArtist Magazine

XwingVlad “Duke” Kuprienko

http://www.3dreamlab.com

[email protected]

(Below)

Page 41: 2D Artist - Issue 045 - September 2009

AwakeningArnaud Valette

http://www.arnaudvalette.com

[email protected]

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The Breath On Your NeckBranko Bistrovic

http://branko.cgsociety.org/gallery/

[email protected]

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10 of the Best The Galleries

SpacesuitRichard Anderson

http://flaptrapsart.com/

[email protected]

(Right)

Page 45: 2D Artist - Issue 045 - September 2009

Vampire SlayerRandis

http://www.hd-fortress.com

[email protected]

© Randis Albion 2009

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Secret AgentDavid Smit

http://www.davidsmit.com

[email protected]

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Royal GuardPao (Thitipong Jitmakusol)

http://www.iampao.com

[email protected]

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This tutorial series will revolve around the use of 3d as a starting point for digital painting. In particular we will

explore the value of Google SketchUp, a free program enabling users to quickly build 3d environments using

a set of intuitive tools.

This technique is used by many contemporary artists and is used as a quick and effective way of establishing

correct perspective as well as offering a moveable camera in order to experiment with compositions.

As a 3d package SketchUp is easy to learn and does not require hours of training and as an artist wishing

to draw complicated scenes, this approach can prove a valuable starting point for producing a template on

which to paint over.

“…by following along with the steps, you will be able to arrive at a similar

visual conclusion and then get excited enough to extrapolate the lessons

learned into your own pieces of artwork.”

• Free Brushes• Free Base Image

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Using 3D as a Base for 2D Painting Part 3:

Using Google SketchUp as a base for Digital Painting

Why use SketchUp?Google SketchUp is a free programme enabling

users to quickly and effectively build 3D

environments using a number of intuitive tools.

Unlike most 3D packages it is very easy to learn

and does not require hours of training before

decent results are achievable. It is very versatile

and with regards to digital painting can prove an

invaluable tool in swiftly establishing a correct

perspective, as well as offering a moveable

camera in order to experiment with alternative

viewpoints and compositions.

An object can be made and then duplicated

any number of times, so if a structural element

is repeated throughout your concept then this

package can quickly and accurately create

such arrays. It also has a simple-to-use lighting

system that enables placement of the sun

according to the month and time of day by

way of slider bars, thus determining physically

correct shadows that can be turned on or off at

the click of a button. These functions mean that

as an artist wishing to draw detailed or tricky

scenes, one can use SketchUp as a valuable

starting point to establish a “guide template” on

which to paint over.

InstallationIn order to install SketchUp, click on the link

below and go to Downloads on the left hand

menu. Select the free version which is currently

version 7 (Fig.01). Choose your operating

system and then follow the instructions.

http://sketchup.google.com/

Once installed, click on the application shortcut

and you will be prompted with the following

dialogue box in which you are asked to choose

a template (Fig.02). The scale and type of your

scene will determine which you choose, but

for the purposes of this tutorial we will select

Architectural Design – Feet and Inches.

Toolbars & MenusWhen SketchUp starts you will see a screen

resembling Fig.03. From the main menu click

on View > Toolbars > Large Tool Set; this will

access more tools which will appear down the

left margin. To change the display mode of the

objects in the scene click on View > Face Style;

this will show a number of options, as seen in

Fig.04.

If you also check Views under View > Toolbars

you will see six small house icons appear

below your toolbar (Fig.05). These will provide

quick access to orthographic views, as well

as isometric. You will notice that I have also

checked Face Style in the list (highlighted in

green), which has added some cube icons to

represent the display modes.

This is basically where you can customise your

workspace and add toolsets to speed up your

workflow. For additional help go to Window >

Instructor; this will open a window providing

useful information on whichever tool you have

currently selected.

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Part 3: Using 3D as a Base for 2D Painting

Basic NavigationThe key orientation tools you will use to navigate

in your scene are Orbit, Pan and Zoom, which

you will find on the top toolbar and whose

shortcut keys are represented by O (Orbit),

H (Pan) and Z (zoom). These can be seen in

Fig.06.

The main tools used to directly manipulate your

objects are Move (M), Rotate (Q) and Scale (S).

The Scale tool appears on the left hand toolbar

which you will see highlighted if you press S on

your keyboard.

Drawing ShapesOne way of using SketchUp is to create two-

dimensional shapes from which you can extrude

three-dimensional objects. Select the top view

and then the Line tool (Fig.07) and left-click in

the viewport to begin drawing. You will notice

that as you do so, the points will snap to the

green and red axes, thus easily enabling the

creation of right-angled structures.

When you finally close the shape by clicking on

the initial point you will notice the shape turns

blue, indicating a surface has been made; once

a shape has become closed you can still edit

it, however. Using the Line tool, add an internal

rectangle (see top diagram in Fig.08). To now

make this edge become part of the exterior

shape click on the Eraser tool and then on the

outside edge shown in red.

You can continue to cut into your shape or

alternatively extend it outwards and then erase

the necessary lines by using the Line tool

(Fig.09). Here I have added a walkway and

also a curved section using the Arc tool. You

can also draw more organic shapes using the

Freehand tool (Fig.10).

One other useful function, especially for

architectural structures, is the Offset tool which

is situated next to the Rotate tool. This enables

a shape to be duplicated in order to create

depth – perfect for drawing walls in a building,

for example (Fig.11).

With an exterior wall depth, click on the large

internal shape using the Select tool (black arrow

on Toolbar) and hit delete. You can then select

the Push/Pull tool and then click on the wall and

raise it vertically (Fig.12). You will notice I have

edited the section where the walkway adjoins

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Using 3D as a Base for 2D Painting Part 3:

To add lighting effects check Shadows which

is above the Fog label, and to get more control

over this function go to View > Toolbars >

Shadows. This will place two slider bars on your

toolbar which denote the month and time of day.

By adjusting these you can control the position

of the sun and direction of the shadows (Fig.16).

There is a little icon to switch the lighting on or

off, and besides this there is also another icon

which opens up some extra parameters that

the building using the Line and Eraser tools so

that this was not raised along with the outer wall.

Three DimensionsWhen a shape has been converted into 3D it

can be edited further by using a combination

of the Line and Push/Pull tools. If you move

the Line tool along an edge it will snap to the

midpoint between opposing edges (Fig.13). You

can then make equally spaced cuts, as shown.

These new shapes can be pushed inward or

pulled outward, or alternatively a new shape can

be drawn and this can then be manipulated.

In Fig.14 I have used the Offset tool to create

a window shape in the far left rectangle. To

create the same proportioned window in the

other sections simply select the Offset tool

and double-click in each rectangle. To create

the arches use the Arc tool and then erase

the horizontal join shown by the dotted line.

To create windows use the Push/Pull tool to

move the shapes inwards beyond the inner wall

surface or until they disappear.

Using a combination of the tools mentioned

so far you will have the means through which

to create and edit a wide range of forms and

design detailed scenes.

Atmospherics & LightingYou can add atmospheric perspective in the

form of fog to your scene. Go to View and check

Fog, as seen in Fig.15. You will notice that the

edges on my building have also been switched

off, which you can control in the menu under

Edge Style > Display Edges.

alter the tonal range of the shading. You can

also control whether this affects just the object

itself or the ground along with it and vice versa.

Additional ToolsA few other useful tools worth mentioning are

the Tape Measure, Protractor and Dimension.

The Tape Measure is used to draw guidelines

which can then be traced over with the Line tool.

In Fig.17 you can see that the tape measure

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Part 3: Using 3D as a Base for 2D Paintinghas created the dotted lines which can be

used as a guide to draw the windows an equal

distance from the top and bottom of the block.

To delete the lines simply use the Eraser tool.

The Protractor is used to create accurate

angles. Move the tool to the point at which you

wish to start the angle and you will see how it

snaps to the three axes. Click to establish the

correct plane and then click to begin the angle

along the appropriate edge. Now you can set

the angle using the guideline. In Fig.18 I have

used the near corner as the starting point, which

I will mirror on the opposite corner.

Once the guidelines are drawn, trace them

using the Line tool, as with the Tape Measure.

In Fig.19 you can see that the two angles have

been drawn and then the Push/Pull tool was

used to extrude a roof shape across the base

block.

The Dimension tool simply adds a label to

your scene, showing the distance between two

points. Click and drag from A to B and then drag

up or down to set your dimensions, once again

using the Eraser tool to delete when necessary

(Fig.20).

CamerasThe camera in SketchUp is initially placed at an

average eye level height, so for example when

you click on the Position Camera tool it will

zoom in and appear around head height from

the ground. In this sense scale is an important

factor in your scene.

In Fig.21 you can see a cross where I intend to

position the camera, after which the viewpoint

will resemble the inset image. The character has

been placed in the scene to demonstrate the

relationship between the scale of a character

and the initial camera height. To adjust your

camera, use the Look Around tool represented

by the eye icon.

One final tool which may prove useful is the

Section Plane tool which allows a view of a

cross-section of your object. To use this click

on the tool and then align the green icon to the

corresponding plane or angle you wish to view.

Then select the Move tool and click on one

of the corner arrows and drag in the relevant

direction (Fig.22).

This concludes our overview which I hope has

at least introduced the main tools and their

functions. There are of course further lessons

to learn along with other tools and techniques,

such as applying materials, but the main aim

here is to introduce the interface and value of

the software in terms of building a simple 3D

environment which can then be used in digital

painting.

Richard TilburyFor more from this artist visit:

http://www.richardtilburyart.com/

Or contact them at:

[email protected]

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Using 3D as a Base for 2D Painting Part 3:

you with the final image. My conservative hope

is that by following along with the steps, you will

be able to arrive at a similar visual conclusion

and then get excited enough to extrapolate the

lessons learned into your own pieces of artwork.

So without further ado, let’s get on with the

show!

Step 1 Here we can see the initial base geometry as

created in Google SketchUp (Fig.01). As you

can see it is all very rudimentary, although I

have turned on the shadowing (View > Toolbar

> Shadows > Display Shadows) as I find it

is one of the more tedious things to illustrate

manually.

Keeping the geometry simple is a conscious

decision which necessarily requires me to add

in the detail work by hand, rather than slaving

Therein lays the crux of this tutorial – that is to

undertake basic scene design, similar to that

in film or game pre-production, leveraging the

flexibility and rapidity of using a 3D modeling

package.

The scene I am looking to create is an area set

within a third world country, late in the afternoon,

lending itself to long cool shadows and warm

object colors. Due to the setting, the piece will

necessarily include the use of texturing to bring

a visceral feel to the world, and I’ll be using a

lot of earthy colors and an execution that will be

quite painterly with an abundance of application

strokes. This is in stark juxtaposition to sharp

clean lines, which is an inherent pitfall when

painting over perfectly rendered polygon edges.

My focus is to impart procedure and technique

that will be applicable across all manner of

subject matter and era, not necessarily to wow

Using 3D as a base for 2D PaintingSoftware Used: Google SketchUp and

Photoshop

IntroductionDesigning environments in a three-dimensional

space incorporating lighting cues, mood, and

spatially representing objects in relation to

one another are important skills in allowing

the art department leads to make decisions

early. Understanding perspective and volume

in three dimensions are essential to being able

to successfully undertake such a task, but

it may not always be desirable to start from

scratch – establishing the horizon lines, plotting

the vanishing points and then constructing the

objects in relation to these constraints.

As in any production environment, time is

of the essence, and this directly translates

to the expenses associated with a project

and additionally increases lead times on

making decisions. So taking advantage of any

techniques or skills which can expedite the

process is very valuable to those involved. This

is where using a program such as Google’s

free software, SketchUp can help: it allows

objects to be blocked out quickly and efficiently,

convergence is automatically taken care of,

rapid prototyping of various object placements

can be undertaken, and complex repeating

elements can be duplicated in a split second.

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Part 3: Using 3D as a Base for 2D Painting

convergence lines based upon existing parallel

lines within the image (Fig.03).

The reasons they are important, especially

if there is no visible horizon line (such as in

this image) is that you have a tangible idea of

how the geometry is spaced according to one

another, and also to act as useful guides for any

hand drawn elements or textures that also need

to tend towards to pre-existing convergence

points.

Step 4

The next step is to decide what underlying color

the image should have. In this case I’ve decided

over the 3D base geometry for hours. I have

found that spending inordinate amounts of time

on the modeling beholdens me to the base

geometry far too much, and I unconsciously

don’t want to lose a lot of the details that I have

already modeled, regardless of whether they are

working to enhance or detract from the image.

As a general rule I spend as much time as I

need to block in the major shapes, but as little

time as possible. To illustrate, this work done in

SketchUp took approximately 10 minutes.

Step 2When the base modeling has been created,

I bring up the Styles dialogue box (Window

> Styles) which allows me to alter the style

from the generic SketchUp modeling style into

something that will help my painterly style later

on. In this case, I choose the PSO Cursive style,

which adds a background texture resembling

that of pencil texture on paper, and the lines

also look like ruled graphite (Fig.02). Overall, it

looks less computer generated and will help in

the rendering of the image.

Once this step has been done, I export the

image as a JPEG (File > Export > 2D Graphic)

and save the SketchUp source file in case I

need it later on.

Import your JPEG file into your illustration

software of choice – I use Photoshop – and

ensure you’re happy with the dimensions you’re

working with.

Step 3

My first step in all perspective based works is to

immediately draw up, on a separate layer, any

on an earthy or sandy colored ground, and I’ve

used a slight gradient applied to a separate

layer, with the layer blending mode set to

Multiply (Fig.04).

It’s important to note which way the predominant

light is coming from so that the gradients can

reflect this. I chose a sun position that is coming

from the upper left of the image, which also

has a low angle over the horizon which will

lend to some long shadows that can be used

to cast over the foreground objects, providing

unity, describing form and allowing for a more

dramatic composition.

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Using 3D as a Base for 2D Painting Part 3:

have effectively textured part of the image in 3D

space.

Step 7

Obviously it would not do for the texture to be

intersecting with the other foreground elements,

Step 5

I choose to texture the ground early on; I see it

as a relatively unchanging element throughout

the image, so establishing some basis of what

everything else is built on is a logical first step

for me.

This is the base texture I’ve decided to use

(Fig.05). I did a quick search on Google, and

for the purpose of quickly texturing something

this is quite sufficient – yes, it has repeating

elements, and no it is not a perfectly tileable

element, but a lot of these imperfections can be

removed very rapidly by painting them out.

Step 6Create a duplicate of the texture (Layer > New >

Layer via Copy) (or Ctrl + J), and hide it so you

can reuse it later.

Using the duplicated layer, perform a Free

Transform to place the texture into perspective.

This can be done by going to Edit > Free

Transform (or Ctrl + T) and holding the Ctrl key

while dragging a control handle.

In Fig.06 I have aligned the texture’s edges to

the guidelines we set up earlier, and now we

so we necessarily need to start cutting out

segments of the texture image.

In order to do this, reduce the Opacity of

the texture layer to 30% so you can see

the underlying objects, and then, using the

Polygonal Lasso Tool (Click and hold on Lasso

Tool in the tools palette and then select the

Polygonal Lasso Tool), select the areas to be

cut out. Once you are happy with the selection,

hit the Delete button (Fig.07).

Step 8 In order to take advantage of the underlying

colors of the image, the layer needs to be set

to an alternative blending mode, so choose the

Screen mode.

You will notice that the texture lightens the

ground (Fig.08). For now, this is fine; your aim

here is just to apply some texture to the ground

which helps in the illusion of a receding ground

that is converging into the distance.

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Part 3: Using 3D as a Base for 2D Painting

Step 9 Using the preceding four steps, you can now

complete the texturing for the entire ground

plane (Fig.09).

Step 10

We are looking to achieve a painterly rendering

style in this piece. As a result, a helpful step I

often include when I am working in this style is

creating the rough application of paint with a

custom made palette knife type brush that I use

for this task (free for download with this article –

just click on the Free Brushes icon) (Fig.10).

This helps to break up continuous and uniform

color with textured strokes, and also works to

reduce the adherence to the perfectly straight

lines from the 3D render. I pay particular

attention to the walls, where I consciously bough

and roughen up the edges to allude years of

wear and tear by the elements.

I also start to rough in some color here, making

sure I keep the saturation of these colors low.

Step 11

At this stage, I want to start adding in the semblance of detail, alluding to

things such as signs, shadows being cast from elements outside of the

visual extremities of the image, and shade cloth over windows.

I use a soft edged brush for this task (Fig.11). I tend to use Airbrush Soft

Round for general purposes when I have no pressing need for other

effects – it’s a fast brush, good for approximating form.

Step 12

When I am happy with the image’s overall composition, I then create a

duplicate summary layer.

A duplicate summary layer is essentially a layer above all other layers that

is created if you flatten all the prior layers and then create a duplicate of

that layer. I do this as a way of shifting my tonal range into something a

little darker (Fig.12).

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Using 3D as a Base for 2D Painting Part 3:

Step 14

Next is another iterative pass at adding in more

detail to fill up those areas which seem a little

sparse, punch up some of the colors, and to

work in some lighter color around the top of the

central structure to create a bit more contrast in

order to draw the eye (Fig.14).

In order to do this, all you need to do is use the

command, Ctrl + Alt + Shift + E.

Once this is done, set the layer blend mode to

Multiply and Opacity to 100% – you will notice

the image darkens quite considerably. The

reasoning behind this is that your lighter colors

will have more “punch” to them when you start

working them back into your image.

Step 13

This step focuses on increasing the depth of the

shadows; alluding to some ambient occlusion

around the base of objects and working in

some slight vignette effect towards the outer

extremities are the main areas of focus (Fig.13).

Using the Airbrush Soft Round suffices for these

tasks.

Step 15

Still adding in more detail here, I’m

concentrating on filling in the colors of the

shade cloth and adding miscellaneous objects

underneath some of the covering, placing

various pipes on the tops of buildings to break

up their silhouette (Fig.15).

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Part 3: Using 3D as a Base for 2D Painting

Step 16I feel the image needs the focal point to be

made more apparent, so I again refer to creating

a duplicate summary layer and setting it to

Multiply. Erase the lighter side of the building

and around the lighter parts of the ground, to

show that the light is being cast strongly from

the left (Fig.16).

Step 17 This is another iterative detail adding step now.

I take care to balance where I am placing the

objects; I like to work the image up as a whole,

rather than working on any one individual area

at a time (Fig.17).

A major addition is the slanted roof on

the middle structure, not because of any

requirement other than I think it makes the

viewer ask, “Where on earth is this place?!” Plus

it also looks kind of cool.

Step 18At this stage, I am comfortable enough with how

the image is coming along to start sharpening

up the details on the central structure and the

surrounding areas, like the tops of buildings and

the cloth coverings (Fig.18).

This is essentially a process of zooming in and

using a much smaller Chalk brush to work in the

details. When you zoom back out to the regular

viewing size, the image will be much clearer and

sharper.

Step 19

I feel that the ground needs an extra level of

detail here; some extra texturing that will sell the

surface as dry, cracking ground. So I do a quick

search on Google and end up with the texture

as displayed in Fig.19.

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Using 3D as a Base for 2D Painting Part 3:

image – such as the harsh shadowing at the

lower left extremities of the debris and junk.

ConclusionAlthough I’d still consider this image a work

in progress ripe for more refinement, for the

purposes of this tutorial I have covered all

the essential steps required to create an

environmental concept built upon a 3D base.

Again, I realize that there are repeating

elements and the tiling is very noticeable, but for

the purpose required, it is perfectly acceptable.

In order to use the correct scale, I shrink the

texture to half the original size and duplicate it to

create a quadrant.

Step 20

On the basis of steps 6 and 7, I place the

texture onto the ground plane and work them in

by erasing where necessary, desaturating the

color (it’s the texture information I want, not the

color) and changing the layer blending mode to

Overlay.

You can see from this simple step that it adds a

lot to the surface of the image (Fig.20).

Step 21 – Final

In finishing off, I replicate a few steps from

earlier on, such as adding some brick textures

to some of the walls, adding corrugated iron to

some slabs of color, and painting over some

areas which I deemed intrusive to the final

In all, once you get comfortable with the

process, you can typically finish one of these in

around 4 hours – it is then up to the art director

to determine the level of finish they want.

Darren YeowFor more from this artist contact them at:

[email protected]

• Free Brushes• Free Base Image

Page 62: 2D Artist - Issue 045 - September 2009

An artist’s brushes have always been a vital part of any painter’s set of tools, and remain the

single asset that links paint with canvas. As such, they are crucial to how we view and interpret

an artwork, and they afford the artist with a means through which to convey an idea or feeling.

This has always been true throughout the history of art, and is no less important within a digital

context. Software such as Photoshop and Painter essentially combine and fuse paint, canvas

and brushes into a single tool. However, within this complex set of “tools”, brushes retain certain

autonomy with their own, distinct set of parameters and presets, offering artists the freedom to

affect and vary the way paint is applied. This principle of customizing brushes forms the focus of

this set of tutorials, and aims to show how individual artists exploit these techniques to achieve

some interesting results!

“…start a whole folder on your computer of

hand-painted patterns that you can adjust or modify as you please, when you please. The possibilities are truly

endless…”

• Free Brushes

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Custom Brushes Fabrics & Lace

page 63www.2dartistmag.com Issue 045 September 2009

Custom Brushes: Fabrics & LaceSoftware Used: Photoshop

IntroductionSeeing realistically painted fabrics and material

embellishment is always awe-inspiring. We

wonder how an artist achieved it, managing

to apply such amounts of details and textures

without going insane in the process – those

of us who’ve tried to do it all one stroke at a

time have certainly had our brush with insanity

(excuse the pun!). Yes, it is manageable, but

intensely time-consuming aside from anything

else.

This is where custom brushes come to the

rescue.

To use custom brushes for fabrics, embroidery

and lace embellishments is not quite as simple

as is may seem at first glance, and still requires

some time to get right, but it is a lot less

aggravating than having to do it all by hand.

Are you curious to see how it works? Then just

keep reading!

Painting Realistic Fabrics & EmbellishmentsLet’s assume you have painted a wonderful

picture with someone wearing a beautiful ball

gown, or maybe a pirate in 17th Century thrown-

together garb, or a beggar in torn cotton rags

… Maybe you want to paint a dancer clad in

nothing but net and lace, or design a wedding

dress that will make jaws drop? The picture is

there, but the details are missing to distinguish

between cotton and silk, lace and net, wool and

linen, or give the garments that extra little kick

with extensive embroidery or exquisite brocade.

You’ve been looking at photos to give you

inspiration, you have been to textile shops to

look at the real deal, and even raided your own

wardrobe to see what certain fabrics look like,

but you still find it hard to paint it all. Well, you’ve

been to all the right places. You just forgot to

utilize what you saw. Go back to the textile store

and buy a small piece of this and that lace you

liked, download the free embroidery patterns

you saw online, get a fashion and fabrics

book from the library (not for direct copying

though, since even though the fabrics are not

copyrighted, the photos of them are), and go

back to your own wardrobe (or that of a friend

or relative) and pick out the pieces that hold

something of interest – maybe a piece of lace

underwear or net stockings, some torn jeans, a

chunky knit top or a dress with some nice flower

prints on it. And now you’re good to go!

Single PatternLet’s start with something simple: a single item

to turn into a brush. Here’s a photo of a T-shirt

of mine that has a nice flower print on it (Fig.01).

You can see how I made sure that the piece

was lying flat, and that I tried to photograph it

straight from above. That way, we eliminate any

kind of skewed angles and have as few creases

as possible, in efforts to avoid the problems they

may cause later on.

The first thing we want to do when we open the

photo in Photoshop is to desaturate it by going

to Image > Adjustments > Desaturate, unless of

course the image was taken in black and white,

like mine. It will be easier this way to optimize

the image before turning it into a brush. Some

colors turn grayscale better than others – the

ones of my T-shirt were unfortunately not some

of them.

To turn just the flower into a brush, we need

to get rid of the T-shirt surround – Photoshop

brushes will use anything that is not white, so if

we were to turn this current image into a brush,

we‘d get everything we see in it right now. So

we need to get rid of everything but the piece

we want to keep. Adjusting the Levels of the

photo – Image > Adjustments > Levels – helps

to get the desired results, making sure that the

surroundings get as pure white as possible,

while the flower remains nice and dark but not

too over-saturated (Fig.02). Too much contrast

here can make the image look very scraggly

and too sharp around the corners, which is not

very desirable.

We can now crop the image with the Cropping

Tool, trying to get as close to the edges of the

flower as possible without touching them. We

can also adjust the crop rotation if we want to –

sometimes it just works better (Fig.03). Now that

is done, we can adjust the picture some more,

if necessary. There may still be some grayish

tones where there should be white, and we need

to get rid of those.

We can either do this with the Paintbrush – a

simple Hard Round one is usually the best

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option here, with Opacity set to Pen Pressure

and color to white – or the Eraser Tool (with the

same settings). When using the Eraser Tool, we

need to make sure that our active Background

Color is white. We then carefully paint over or

erase the bits that need to go (Fig.04). Take

your time with this, as you want it to be as

perfect as you can get it! Leaving a bit of light

gray stippling around the immediate edges of

the flower is okay; it actually works a lot better

that way once we use it in a painting, as it won’t

look all too “cut out”.

Sometimes it can be easier to invert the

image’s colors (Image > Adjustments > Invert)

so everything that was white will be black, and

vice versa, as it is easier to see that way where

there’s still some grey areas in the black, than

in white. All you need to do before turning the

image into a brush later is invert it again to its

original colors. And should you work with the

Eraser Tool, make sure your active Background

Color is of course black, not white.

Essentially, we are now done, but if you feel that

the image could use a little more contrast, adjust

it once more using Levels. You can also use the

Burn Tool with the Mode set to Midtones to bring

out some of the dark areas a bit more (Fig.05).

Now the image is ready to be turned into a

brush. Depending on the size of the image, you

may have to resize it to be able to turn it into a

brush. In Photoshop CS, the brush size limit is

2500 pixels on either side (Image > Image Size).

Simply go to Edit > Define Brush Preset, give

your brush a name if you like – and you’re done

(Fig.06 – 07). This kind of brush is useful for

creating stand-alone embellishments on fabrics,

as well as non-continuous repeat patterns.

You can create lots of brushes like this from

photos or scanned items. The brushes will stay

in your Brushes Palette until you change your

Brush Set, and then Photoshop will ask you if

you would like to save the changes made to the

current set. You can also create a completely

new set with your own brushes, by deleting all

the brushes in your current set and then creating

new brushes. All you need to do then is to Save

the brushes (click that little arrow in the top right

of your Brushes Palette to get the option).

Seamless PatternLet’s move onto something a little trickier: a

seamless brush; one that, when used, creates a

continuous pattern. These can be anything from

knitted fabrics to lace borders.

We start pretty much the same way as we

did with the previous brush, by scanning or

photographing a piece of fabric or clothing. Here

we need to make absolutely sure the piece is

laid out straight, and that we capture it dead-

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Custom Brushes Fabrics & Lace

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this case. To rectify that, we need to transform

it a bit to get it straight. If we don’t do this, it will

not align properly later.

First, we may want to show the Grid, to get an

idea of where the lines need to be (View > Show

> Grid). We then select the canvas (Select >

All), and then go to Edit > Transform > Skew.

This will let us straighten the horizontals and

on from above. No odd angles. Also, we need

to make sure to capture enough of it, so the

pattern can be “stitched” together without any all

too obvious seams later.

I photographed a section of cotton lace border

(Fig.08) that I’d like to use. As the border itself

is white, I put it on a black piece of fabric (you

could use anything, as long as it’s dark) to get

the best contrast. We desaturate as before and

then invert the colors (Fig.09). This is necessary

this time round because we want the lace to

be the brush, not the surroundings. Some

adjustments in the Levels may be needed, as

before, so work your magic!

The next important step is cropping the image.

We need to make absolutely sure that we know

where the pattern starts and ends, so that we

can crop it right at that point. If it is a tiny repeat

pattern, as in this case, we can choose a larger

section to make it less obvious that it’s been

stitched together later on when used. The more

variation the better, as it makes it look much

more believable (Fig.10).

When cropping, it may become more apparent

that the pattern isn’t perfectly straight – like in

verticals out, as well as squish them to make

them line up better (Fig.11). Once we are done

with this, we can crop the pattern (Fig.12).

We now proceed as before with making a new

brush, and once we’ve done this we need to

adjust it to indeed create a seamless pattern:

We open a new canvas and select the brush.

We then open the Brush Presets palette

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(Fig.13). Click on Brush Tip Shape at the top of the list on the left. You’ll

see lots of options there, but the one we need to pay attention to is the

Spacing (Fig.13a). Moving the slider to the right spaces the brush out

more and more. Move it until you can see the segments touching each

other, instead of overlapping one another. Try the brush on an empty

canvas, as the preview isn‘t quite that accurate. If there’s a gap between

the segments, or they still overlap, fine-tune the Spacing manually by

increasing or decreasing the percentage. Once you‘re happy with it, create

a new brush preset from the existing one so you don‘t have to do adjust it

every time you want to use the brush (Fig.13b).

This kind of brush is useful for large surface texture or embellishment, like

lace and embroidery borders.

By the way, if you cannot tell if a brush is aligned right because your

straight line drawing ability is a bit under the weather – like mine – just

press and hold the Shift key on your keyboard while you draw the line – it

will automatically be straight.

Hand Painted PatternsOf course, we can also paint patterns by hand, or even make small

brushes such as (dotted, dashed or solid) circles, swirls, zigzags, or

whatever you can think of that will help with painting patterns by hand. I

usually like to paint all my patterns, no matter what they are, and then use

them as brushes, rather than photographing actual items. Painting and

designing your own patterns really gives you endless freedom.

The method for creating a brush for these is the same as the two

previously described, depending on whether you want a seamless pattern

or a stand-alone/repeat one.

Using Fabric BrushesDownload the Free Brushes with this tutorial and we’ll have a look at how

to best use the main brushes in the set. You will notice when you open it

in Photoshop that I’ve already adjusted the settings of the brushes so they

work as they should, but that shouldn’t stop you from playing around with

them.

The easiest ones to use are the Single Pattern brushes. I have not

provided any settings for these, as they are usually stamped onto an

image rather than used to paint. Here are two examples of brushes like

that (Fig.14).

When using these kinds of brushes, always make sure you use them on

a separate layer as they need to be adjusted. Why? Because they need

to follow the flow and folds of the fabric they are on, and have to have the

right perspective, too.

It’s quite simple, really, though you may need a little bit of practice with

this:

Here is one of the patterns on fabric with folds (Fig.15). If we want the

pattern to slightly wrap around something, like the side of a dress, we

first need to adjust the perspective of it. To do this, we go into Edit >

Transform > Perspective. We now push and pull at the corners and sides

of the Transform tool until we get it roughly in the right position. If some

of the pattern is going over the edges of the fabric, it shouldn’t be of any

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concern to us at the moment. Let’s continue with making the pattern fold.

The fun starts here!

If you’re working on a small area in a rather big painting, you may want to

select the area the pattern is in with the Marquee Tool. This will cut down

the loading time of the tool (or Filter?) we’ll be using next: Liquify. You can

find it under Filter > Liquify, and it‘s a small program all in itself (Fig.16).

To do what we are about to do, choose the Forward Warp Tool and adjust

your Brush Size to what is appropriate for what you need. The brush

should be slightly larger in diameter than what we are about to warp. Also

make sure you have Show Backdrop ticked at the bottom, and Mode

set to Behind, while Opacity should be something between 50 and 70. I

personally also like to show the Mesh, as it gives me a better indication of

what I am doing.

Now we gently start to push the pattern into the folds of the fabric, using

short, one-way strokes, lifting the brush off after every stroke. Resize the

brush as often as needed. For large or long areas, such as flower stems,

we need to start at one end and slowly work our way to the other end with

repeated brushstrokes. It is impossible here to make long strokes as it

will only warp the part where you first set your brush down on the canvas

(Fig.17).

The deeper the folds, the more we need to push the pattern into them,

creating the illusion of it bending with the fabric. If folds overlap, it may

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Fabrics & Lace Custom Brushes

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checkered square) – this will do what it says:

locks all transparent pixels, leaving you to paint

happily over everything else on the layer, which

in this case is the pattern, until you are happy

(Fig.19).

This is pretty much what you need to do every

single time you use a complete fabric texture or

just a pattern – no matter what it is. If it’s not a

flat surface, it needs to go with the direction of

the fabric. There is no way around that. At all!

All the textures and embellishments in the final

image of this tutorial were applied with that

same method.

be wise to first cut the pattern up and actually

removing part of it (where the folds would hide

the pattern) and then putting it back together

before using the Liquify Filter.

Once we have our result (Fig.18), we may

have to adjust it some more here and there, as

sometimes it is hard to judge where the pattern

is going while using the Liquify Filter.

At this point, if parts of the texture or pattern go

over the edges of whatever they are on, just

erase those parts.

This still doesn’t look quite right because the

pattern is one single block of color; it needs

shadows and highlights according to the light

source in the painting, and according to the folds

of the fabric. To easily paint over the pattern we

click on the little Lock Transparent Pixels icon

at the top left of our Layer Palette (the small

By the way, sometimes a brush like these looks

even better if you apply the Median Filter or a

slight Gaussian Blur, just to make especially

photographed or scanned textures look more

painted, and thus more part of the image.

So now that we have looked at one brush in

action, what do some of the other brushes look

like? I could just refer you to the final image,

but figured it’d be nice to see them just by

themselves for a clearer view (Fig.20 – 24).

ConclusionWorking with these kinds of brushes may take

some getting used to, but the result is well worth

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the time taken. I truly hope this little tutorial is of

some help in getting you started with it all.

Detailing your paintings should be fun, and with

these brushes it will hopefully be just that. And

if you’re really into it, you may even find yourself

keeping an eye open for new patterns all the

time, be it when shopping, reading magazines

or browsing online. Or, like me, you’ll start a

whole folder on your computer of hand-painted

patterns that you can adjust or modify as you

please, when you please. The possibilities are

truly endless…

Happy brushing!

Nykolai AleksanderFor more from this artist visit

http://www.admemento.com/

or contact

[email protected]

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“...thinking about the character and that what he/she does

plays a great part in their appearance.”

This series of tutorials aims to show some of the methods and processes used to design and develop characters

from initial thumbnail sketches through to a final concept. The series will be divided into five parts and will focus on

the general design methods commonly used by character artists. It will begin with quick sketching techniques used to

suggest ideas and develop a theme before moving onto creating variations once a subject is established. The third

instalment will culminate in a finished concept design, after which we will move onto the importance of posing your

character and the impact this has on their personality. The series will conclude with a chapter dedicated to choosing

suitable eye levels and camera views to best convey an emotional state or emphasise a storyline.

Chapter 1 | Thumbs & Silhouettes

Chapter 2 | Visual Brainstorming – Variations on a Theme

Chapter 3 | Speed Painting & Concept Design

The third instalment will assume that all of the key characteristics have been established

and ready to be moulded into a final design sheet. Colour schemes along with detailing will

be covered in this chapter which will result in a finished concept.

Chapter 4 | Dynamic & Exaggerated Poses

Chapter 5 | Camera Placement, Framing, Fore-shortening & Distortion

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Dynamic Characters Part 3: Speed Painting & Concept Design

Part 3: Speed Painting & Concept DesignSoftware Used: Photoshop

IntroductionIn this third part of the tutorial series we will take on board what we have

learned in the previous chapters of this series, by Darren Yeow (Part 1)

and Bruno Werneck (Part 2), and we will now create a model sheet based

on our character design.

We will assume that the potential modeler for our character concept is

an experienced one, is capable of working from a modeling sheet, and

that he/she has a good understanding of form. And from this assumption,

we will paint the character from an angle so that all shapes have better

definition, and we therefore avoid the “stiffness” often inherent with a

standard view representation.

AnatomyI tend to incorporate the anatomy base early on into my design phase so

that whilst I am sketching my way to the final design, I already have the

anatomy of the character underneath. That way, each new part or design

follows the same base so that there is no confusion or odd exaggerations

in form.

With the anatomy base (Fig.01) ready to be painted upon, I start to

lay down brushstroke after brushstroke onto a new layer, whilst not

being too bothered by exact lines at this stage because I tend to

mold and carve my forms as I go along.

Front ViewI try to keep the armor that I paint in line with the anatomy

underneath so that I know it is functional, and that all parts are

where they should be, to ease the future modeling and rigging

work that our colleagues will do (Fig.02).

I continue to define parts by laying down basic brushstrokes

with a light source in mind to better define the form. It is

important not to zoom in too much here as it is easy to get caught

up in details at a stage when they don’t really matter. Try to keep

yourself from doing so with the mantra, “It will all make sense in

the end.”

The skin and armor are too close to one another value

wise, so I create a new layer on top using the Overlay layer

blending mode. I paint with white over where I want the skin

to be lighter. This helps the character to read better, and

now the skin and metal stand apart (Fig.03).

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Part 3: Speed Painting & Concept Design Dynamic Characters

That layer blending mode has a tendency to

change the hue of what is underneath it, so by

creating a Hue/Saturation Adjustment Layer on

top of your painting, which is set to Saturation:

-100, it will help your values stay gray rather

than becoming blue, for example (Fig.04).

I continue to add to the details and pieces

of armor of the design, thinking about the

character and that what he/

she does plays a great part in

their appearance. Personally, I tend to create

my characters by function rather than taking a

more aesthetical approach. And in this case,

I’m trying to visualize the armor on my body

and how it would move if I were to be wearing it

myself. Usually in this way I can figure out what

works and what doesn’t (Fig.05). I still haven’t

really gone into great detail of the line quality or

shapes. This will be addressed at a later point;

right now it’s all about getting the necessary

information down – the spit and polish comes

later. So let’s move onto our rear view, now.

Rear ViewIf you think of your character as a form, the

front could easily also be the back (Fig.06). So

I copy the character over to the right, and that

will become our rear view. Due to the fact that

the character has been painted at an angle

makes this phase is a little bit trickier than if it

were drawn in a standard view, but it’s not a big

problem.

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Dynamic Characters Part 3: Speed Painting & Concept Design

Imagine a line going across the forms you have

painted – the centerline – and this will help with

your understanding of how to create the back

view a lot easier (Fig.07).

I usually create the centerline in my mind, but

because this is a tutorial I will illustrate the

thought process for you (Fig.08). By using the

centerline while flipping anything in perspective,

it shouldn’t be hard to paint as long, as the flip is

a 180 degree rotation.

I have now reached the point of the back of the

design where the armor is starting to become

quite defined (Fig.09). I want to make sure it is

interesting from all angles so I will start to paint

the side view now.

Side ViewI create a new layer at the top of the image and

lay down some straight lines from the essential

points, to use them as my “anchor points”. Areas

that define a form should get a line. Taking the

helmet as an example, there will be a line at the

top of the helmet, and a line where it will end at

the bottom (Fig.10).

You can move parts around now in order to

make it look its best. At this stage I tend to

do a lot of adjustments and alignments. If I’d

previously spent a lot of time defining too many

details I would have had to redo them now whilst

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Part 3: Speed Painting & Concept Design Dynamic Characters

making these changes, which wouldn’t be a very

efficient workflow (Fig.11).

Adding Definition I am now at a point where I am satisfied with

the adjustments made, and so I will now start to

define the shapes in order to make it as clear as

I can for our modeler to follow (Fig.12).

By creating temporary selections and painting

within them helps me to keep the edges as clear

as possible, without having to go over them lots

of times to make them all nice and crisp. If you

look at Fig.13 I have painted a small example

of the technique for you. Here I have a fuzzy

line between two shapes that I want to make

clearer. I make the selection and paint inside

it. By inverting the selection back and forth I

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Dynamic Characters Part 3: Speed Painting & Concept Design

can continue to detail and paint without being

bothered about the edges and keeping them

clean. This is just a quick example, but it should

help illustrate the method for you to experiment

with.

By applying the same technique, the details

and edges become defined enough for the

character design to be suitable to be modeled

from (Fig.14).

ColorAs a final touch, and to add some color to the

design, I create a new layer on top of all layers

which I set to the Color layer blending mode. I

paint in blocks of color to separate the parts of

the design even further, making it easier for our

modeler to follow and translate into 3D (Fig.15).

And we’re done!

Björn Hurri For more from this artist visit

http://www.bjornhurri.com/

or contact

[email protected]

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Chapter 1 – JulyIntroducing Photoshop’s Workspace, Graphics Tablets, Screen

Calibration, Color Profiles and the Brush Tool

Chapter 2 – August Canvas Settings, Scanning Drawings, Swatches, Colour Pickers,

Colour Theory, Layers and Custom Brushes!

Chapter 3 – SeptemberComposition Rules, Sketching and Perspective, Understanding

Light and Blocking-In. In the third chapter we’ll be looking into

the rules of composition, sketching and perspective, learning about

determining and applying a light source in paintings, which brushes

to use for blocking in a sketch, and also what tools can be used for

drawing straight lines without much hassle

Chapter 4 – OctoberColouring from Greyscale, Colours beyond Blocking-In, Blending

Methods and Using Photos

Chapter 5 – NovemberQuick Masks, Using the Wand Tool, Liquify Filter uses, Layer

Masks – and Painting!

Chapter 6 – DecemberThe Final Part: Finishing Touches, Filters, the Unsharpen Mask

and Saving your Work

This Workshop Series will look at, just as the title suggests, all the things that we need to know to get us started with

Photoshop – mainly for painting, but also for other things such as matte painting and photo manipulation, which often

use the same tools. We will be covering all the technical aspects of the programme, as well as some technical sides

of painting that’ll help us starting to swing the virtual brush!

• Free Brushes• Free Fibonacci Spiral (PSD)

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Beginner’s Guide to Digital Painting Part 3

Chapter 3 – Composition Rules, Sketching and Perspective, Understanding Light and Blocking-In

Software Used: Photoshop

IntroductionSometimes it seems strange that so much

technical knowledge is needed to even begin

being creative in Photoshop. We’ve learned

a lot in the last two workshops, and if you are

still here now, reading this, then I can already

tell you that you have the dedication it takes to

make something truly great out of this!

As promised last month, we’ll be starting to paint

this time. However, even this will require some

background information that I find impossible to

ignore. So let’s get on with it.

Of Fibonacci, Forms and Freedom

Fibo-who? – Fibonacci, nickname of Leonardo

Pisano, born around 1124 in Pisa, Italy, and the

“greatest mathematician of the middle ages”.

I’m pretty sure you have heard of the Fibonacci

sequence – a sequence of numbers that he

introduced to the Western World – which also

featured in the film, “The Da Vinci Code”: 0-1-1-

2-3-5-8-13-21-34-55-86...

You may wonder what this – or even

mathematics – has to do with art? You’d be

surprised. Here it goes:

The Fibonacci sequence – also coined the

“God Number” – is present in many biological

settings; this means flowers, trees, seedpods,

arrangement of leaves on a stem, and even in

the hierarchy of a honeybee colony. You may

not be painting many bee colonies in your time

as an artist, but when it comes to flowers

and such things, it can be useful to know that

flowers’ petals and seed arrangements (this

is especially visible in sunflowers) adhere to

the Fibonacci sequence. The only flowers you

will find in nature have a petal arrangement of

two adjacent numbers of the sequence, such

as eight petals going in one direction, and 13

in the other, beneath the first.

Now you may think that this is sort

of useful to know, but kind of boring,

as your audience will most probably

not count every flower petal in your

pictures. And you’d be right, to a point.

But I had to start approaching this

subject somewhere now, didn’t I?

This sequence is also known as the

“Golden Sections” (Fig.01), which in turn can

be translated into the Fibonacci spiral (Fig.01a),

and can be found in nature as well (even though

it‘s a less substantiated claim), like in the

spiral of shells and the curve of waves. – It is

perfection: mathematics revealing the beauty we

see and create as artists.

If you are still not convinced that this has

anything to do with painting, then think again.

Why do we like something when we see

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Part 3 Beginner’s Guide to Digital Paintingit? – Because it appeals to us. And I am not

talking hot babes here, although they certainly

have their merits as well. What I mean is the

composition of a painting. How often have you

looked at a painting and thought to yourself

that you love how it all works together or that

you simply love it, but don’t know why? This

is most probably due to the fact that the

painting adheres to the Golden Sections.

Superimposing the Fibonacci spiral onto some

of my paintings (so no copyrights are broken),

you can see it works out, even with the ones

that have the main subject in the centre

(Fig.01b).

When you start sketching an idea, you

don’t have to keep the spiral in mind. But

when you feel something is off somehow,

superimpose the spiral and you’ll

most likely very quickly find out why.

Funnily enough, most seasoned artists

automatically stick to this recipe, without

ever touching the Spiral. Convinced now?

[Winks]

Sketching!So, let’s look at sketching something then.

There are several ways of going about doing

that digitally, but if you’d rather do your

sketches on paper, please feel free to do so.

Some artists find it useful to begin an idea

with a thumbnail sketch, which is a very small

sized sketch simply showing the very basic

composition and colors. Doing this on such a

small scale saves time, and as you can see the

entire canvas on your screen makes it easier

for you to take in the whole composition and

adjust things where necessary. For

these kinds of sketches, all you need is

a small canvas (something around 300

pixels is a good size – I‘m just doing

it larger for the purpose of this article)

and a basic round hard-edged brush.

Forget about details, just splash the paint

on the canvas, and you may end up with

something like what you can see here in

Fig.02.

So we have a landscape, looking pretty

much like a desert, with some mountains

and some kind of structure. Seems good

enough to me, so let’s stick with this one,

shall we?

If this is not your idea of sketching, and prefer

line drawings before you even want to consider

colors, that’s not a problem either. Here, too,

you may want to start with a smaller canvas,

although not quite as small as the one of the

thumbnail sketch – 1000 pixels at either side

should suffice – which can later be resized.

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Beginner’s Guide to Digital Painting Part 3

to Pen Pressure, so you may want to try this,

too. Choose a dark color (black or dark brown,

perhaps?) and you are ready to go. My result

can be seen here in Fig.04.

Not very neat, is it? – It doesn’t have to be.

Let’s see about the composition now and apply

the Fibonacci spiral – you can find it available

for download at the end of this workshop as a

conveniently layered PSD file; simply click on

the Free Resources icon to download. Kind of

works, right (Fig.04a)?

You can of course open up a new canvas that

straight away has the size you want to paint

at, and simply have the canvas “Fit on Screen”

(View > Fit On Screen) so you can see all of it.

I personally dislike sketching on a white canvas,

for two reasons: too bright, and also, I never

start a painting on a white background, as white

has the tendency to make your colors appear

flatter and lighter than they actually are. The

same goes for black, by the way. So for a line

sketch, I like to use either a neutral color as

the background – preferably one that I want to

appear in the painting. You can either choose

one before opening a new canvas, as discussed

in the last chapter, or open a white canvas and

then choose your color. You can apply it to the

background by using the Paint Bucket Tool,

which you find with the Gradient Tool in the

tools palette (Fig.03).

Once you’ve done this, add a new layer to the

canvas and name it “Sketch”. This will now be

the layer that we sketch on, and that, if you‘ve

chosen to start on a small canvas, can later be

dragged onto a bigger canvas and transformed

for painting.

Pick your Paintbrush, and a small round Brush

Tip. I like setting my Size Jitter and Opacity

If it isn’t totally spot on, don’t worry about it,

but if it is totally off you may want to reconsider

your composition and perhaps change a few

things around. Totally central alignment of the

elements in your painting only really works for

certain styles of illustration, or more design-

oriented images.

By the way, if you have trouble with sketching

things freehand, don’t hesitate to use references

to look at – it really helps. There are several

good websites out there that offer free stock

images if you don’t have any photos that you

have taken or can take yourself. Just please

stay away from anything that is not labeled

clearly as stock or royalty free; people can get

mad when their pictures are used without their

permission.

Now you may want to clean up the sketch a

bit, especially if you’ve added an architectural

structure, as I have in mine. Why? Because

most architectural structures have straight

lines, and adhere to perspective. Perspective

is important even for landscapes, so you may

want to consider doing what I am about to show

you now.

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Part 3 Beginner’s Guide to Digital PaintingPerspectiveYou will have seen perspective in action

before, without even noticing it, because it’s

always been there. When you were standing

in a street, looking down it, or even up to

the tops of the skyscrapers – the street,

or skyscrapers, seem to get narrower the

further away they get from where you are

standing, and the lines of buildings seem to

be at an angle, too. This is because they all

run towards an invisible “vanishing point” at

the horizon – or two, or three, or as many as

you can think of. Let me give you a simple

example of the famous cube.

In Fig.05 we have a square – a flat one – as if

we are looking directly at it, perfectly centered.

Let’s add some depth, and the square turns

into a cube (Fig.05a). However, this one has

no real perspective; there is no vanishing point

(or maybe it’s just too far away for us to notice),

it‘s just three-dimensional. Now, in Fig.05b, the

very same cube is drawn with a vanishing point

in mind. Instantly looks more realistic, right?

Eyeballing perspective works to a point, but is

never quite accurate as our eyes love to play

tricks on us. That’s where perspective grids

come in very handy, as they show us every

line, every angle we need to know

about.

In newer Photoshop versions you have

something called the Perspective Grid Tool,

and I’ve heard it can be useful for some things,

but not for everything. I don’t have this Tool in

my Photoshop version, so unfortunately I cannot

explain its proper use here. I am sure though,

that if you Google this tool, you will find quite a

few resources regarding its use.

In our case right now, however, let’s be old-

school and draw our own perspective grids.

Besides, if you work on paper this is your only

option anyway!

Before we start with this, I guess I’d better

explain how to draw perfectly straight lines in

Photoshop, as without them it’s pointless to

draw a perspective grid. You have two options;

both are time-efficient and easy to use. One

of them will also be useful later on, when you

actually paint, so please don’t dismiss this

outright if you feel it takes a nanosecond longer

to do that the first.

There is no need to add a new layer to the

canvas for the first method, as new layers will

automatically be created with it. Select a color

that will stand out well from your sketch and

background. Now select the Line Tool. You will

find it under the Rectangle Tool (Fig.06), or,

if you cannot be bothered to wait for the mini

menu to pop up, just clock the Rectangle Tool

and go to your Options Bar, where you can

select the Line Tool (Fig.06a). The Line Tool

does what it says: draws straight lines. You can

change the line width and color in the Options

Bar (Fig.06b), and depending on the size of

your canvas, you may want to adjust this to

something easily visible when your canvas is

set to “Fit on Screen”. If you made the first line

and cannot see it – if your canvas is zoomed out

from its original size this happens a lot, because

the stroke made is just too thin to be seen at

that size – simply adjust your line width.

For the second method add a new layer to

your canvas before you do anything else, and

then choose the Paintbrush instead. Select

the standard Hard Round Brush Tip for this,

and make sure any kind of special settings are

switched off, even the Size and Opacity Jitter.

Make it small, as you don’t want big fat lines

covering your canvas.

To use the Paintbrush to make perfectly straight

lines, you need to put your pen down on the

canvas where you want the line to start,

and then press and hold the Shift key on

your keyboard while you draw the line. This

works for horizontal or vertical lines. To

draw straight diagonal lines, as you would

need to for the grid, put the pen down on

your starting point, and press and hold the

Shift key while lifting the pen off the canvas

and putting it back down where you want the

line to end – the diagonal line will draw itself!

For some fun, you can even continue to hold

the Shift key and just dot your pen around on

the canvas for lots of angled lines, or zigzag

patterns – whatever takes your fancy!

Note: What I have found is that it’s easier to

draw freehand diagonals with the Line Tool,

especially when you have to be precise, as

you can see where the line will go before you

commit it to the canvas. If you need precise

vertical, horizontal, or 45-degree angled lines,

simply press and hold your Shift key after you’ve

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Beginner’s Guide to Digital Painting Part 3

set your pen down on the canvas – the Line

Tool will do the rest for you, depending on the

direction you drag it into.

There are two types of perspective grids that

come in useful for various things: the four-plane

perspective, and the two- (or multiple) point

perspective. These are probably not the official

names for them, in which case I hope I will be

forgiven, but this describes them pretty well

anyway. In any case, I’ll show you both.

Two-Point PerspectiveThe two-point perspective is the easier one

to draw, and also a very simple method of

determining the perspective of architectural

structures in a picture, so let’s start with that

one.

First, draw a straight line where your horizon

would be (just in case you don‘t know what that

is, it‘s the imagined line where the sky touches

the ground). That’s all – just draw that line. Now

we have to determine where the vanishing point

– or points – would be. The vanishing point

is a point at the horizon that all lines run to.

And it’s not always just one. In my example,

there are two (Fig.07).

To now draw a grid without any problems,

all you have to do is put your pen down on

the vanishing point and draw lines sticking

out at various angles from this point, like

sunrays, both above and below the horizon

line (Fig.07a). They don’t all have to be at the

same distance from each other – draw as many

or as little as you like.

If you now look at your Layers palette, you will

see lots of new layers that are called “Shape”.

Link all the Shape layers (but not with your

Background layer!) and go to Merge Linked.

You now have one layer with all your lines on it.

Next up, go to Layer > Duplicate Layer and then

check your Layers palette again: two layers with

the same thing on them. Select one of these two

layers – really doesn’t matter which one – and

then select the Move Tool , not just because

you may need it in a minute but also because if

you keep the Line Tool you will not be able to do

what we are about to do: transform the layer.

So, once you’ve got your Move Tool, go to Edit

> Transform > Flip Horizontal, and your second

layer will flip itself around. If it looks just right,

leave it where it is. If it doesn’t, you can move it

with the Move Tool to where you want it, making

sure that the horizon line on both your grid

layers line up (Fig.07b).

If you need to make one of the two layers longer

to fit better on your picture, you can do this by

going back into Edit, but instead of Transform

you select Free Transform. Remember that

only the active layer will be affected, so select

the layer you want to transform first. In Free

Transform, you get the same box around your

layer as you got with the Crop Tool: you can

rotate it by its corners, or stretch and squish

it by its mid-line dots. For this one, I suggest

you simply grab one of the mid-line dots on the

side and pull on it (Fig.07c) until you reach the

desired size. Apply the transformation by either

hitting the tick mark icon in your Options Bar,

by double-clicking your image, or by selecting a

different tool. If you want, you can now merge

the two grid layers. And there’s your finished

perspective grid (Fig.07d). You could of course

continue drawing lines all around the vanishing

points if you need them. This one would be, as

said, for a single structure.

Four-Plane PerspectiveNow for the four-plane perspective. This one

only uses one vanishing point (although two can

be used as well, to make it really confusing).

This is great for painting rooms within a building,

or whole cityscapes, or even landscapes…

You can start out in two ways: either by

determining the vanishing point (on an imagined

horizon line), or by drawing a rectangle or

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Part 3 Beginner’s Guide to Digital Paintingsquare (like the back wall of a room). When

doing the latter you have more freedom

regarding the grid we are about to draw

(Fig.08).

The first option of placing a vanishing point

anywhere on the canvas would continue with

drawing a big X on the canvas, with the lines

crossing through the vanishing point, and then

adding the square or rectangle, with the corners

touching the lines. This gives you a centered

perspective and isn’t always that dynamic in

terms of composition.

Anyway, let’s stick with the one I‘ve started here.

We draw four lines, one through each corner

of the rectangle, starting at the vanishing point

(Fig.08a). Now keep drawing lines that radiate

out from the vanishing point, one side at a time,

until your canvas is full (Fig.08b).

You can erase everything that is within the

square, but don’t have to. I just find it easier,

especially when drawing a room. Next up, draw

the vertical and horizontal lines – in essence,

bigger and bigger rectangles around your

original one, with the corners always

touching the same lines as the original

rectangle (Fig.08c). I suggest drawing

the complete rectangle before starting on

the next one, as this keeps the corners matching

up. The finished result should look like a “mesh

room” (Fig.08d).

If you’ve worked on multiple layers for this, or

layers were created, you may want to merge

all the layers into one to reduce your file size,

as well as make it easier to remove the grid

later or to adjust its opacity – something that

comes in useful when painting and sketching,

as those lines can be distracting (for this,

I suggest to Merge Visible, after making the

Background layer and any other layers you

do not want to merge with the grid invisible).

Note: Remember that all vertical lines remain

vertical, no matter what your perspective is …

unless you happen to be drawing the leaning

tower of Pisa, that is.

Now try and apply a perspective grid to your

sketch, according to what you‘ve drawn. In my

case it’s a bit on the complicated side, as I need

a mix of perspective grids for the landscape

and the structure, with one of my vanishing

points way off the canvas to the left. And yes, it

confuses the heck even out of me! But it works

(I think) (Fig.09).

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Beginner’s Guide to Digital Painting Part 3

You can now refine your sketch according to the

grid. I choose only to refine my structure, as the

other stuff isn’t really bound to straight lines.

When it comes to architectural structures, it is

vital to stick to the grid, as otherwise you might

end up with something that even MC Escher

would be jealous of: totally warped geometry.

Think of a structure in 3D, rather than 2D, as

demonstrated earlier with the cube. If you

are good at working with 3D programs, by

all means feel free to make a simple or even

detailed model of whatever structure you want

in your painting, and add it onto your canvas

either as a reference “sketch“ or to paint over

later. If you are really bad at drawing buildings,

or even simple three-dimensional elements,

try out Google SketchUp; it’s easy to use (it

has a video walkthrough when you first start

up the program), isn’t very big, and also free.

If you use something like this just make sure

to adjust the perspective of your painting to the

perspective of your structure, or else you’ll end

up with something truly wonky.

Blocking-In!We are now ready to add the first layer

of color. This stage is called “blocking

in”, as all we’ll do is roughly lay the

colors down on the canvas in blocks.

The best brushes to use for this are

the Hard Round Paintbrush, an even-

edged textured brush, or a square

brush (either smooth or textured) with

the Size Jitter off, and Opacity Jitter on. You can

find a few brushes like this for download at the

end of this workshop – simply click on the Free

Resources icon again to download them.

Note: Never (ever!) paint on your sketch

layer! Rather paint beneath it, either on your

Background layer or on a layer you add beneath

the sketch layer. When working on the base

of your painting, starting with a landscape or

scene, there is no real need to add a new layer,

but you may feel more comfortable with it so the

choice is yours. I just urge you to not add a new

layer for every single object in your painting, as

this often ends up with a painting looking very

“cut and paste”, because the different objects

don’t really interact with each other.

If you did a thumbnail sketch, pick the colors

from that with your Eyedropper Tool. If you

didn’t, I suggest you compile a color scheme by

picking colors and painting them on a separate

canvas (Fig.10), or turning every color you

choose into a new swatch (I prefer the first two

methods, as I don’t work with the Swatches in

my usual painting workflow).

Consider your Light SourcesSomething to consider when you start blocking

in your painting is where the light would be

coming from, and perhaps even whether

there will there be a second or third light

source in the picture, like candles, or a

fire, or a lamp? You may have noticed that

in my little thumbnail sketch I’ve already

thought about it. But when just starting

out, light and shadow can seem very

daunting. So let’s look at it with a simple

example.

Here’s a shape, a circle (Fig.11) – nice

and flat. To turn this circle into a sphere,

it needs light and shadow. Imagine this

circle is sitting in the sun in a desert, at

around mid-afternoon (Fig.11a); the

light would touch it only on one side,

casting the other into shadow

and also making the new

sphere cast a shadow on

the ground (Fig.11b).

But what if that one light source

is a spotlight, like a desk lamp,

and there is not much else in terms of

ambient light? Things would change a bit

then, as a spotlight is a directional light

source casting a single beam (Fig.11c),

and according to that the light area would

look a bit different, as well as the shadows

(Fig.11d).

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Part 3 Beginner’s Guide to Digital PaintingHow about if that sphere sat outside

somewhere at night, under a full moon, with

a small fire going to keep it nice and cozy

(Fig.11e)? Both the moon and the fire are light

sources, but the fire is much closer than the

moon is to the sphere, and so the fire becomes

the primary light source casting some warm

glowing light and more or less fuzzy shadows.

The moon cannot possibly compete with this,

but still has an influence on the sphere with a

very light and ghostly hint of a glow, but not

much in terms of shadows (Fig.11f). If the

moon where the setting sun, the shadows

from that light source would be much

stronger – it is the sun after all – and

overlapping with the ones from the fire.

And if there are many different light

sources casting an ambient light, there

wouldn’t be much in terms of shadows,

just hints here and there where the light

doesn’t reach.

Taking all this into consideration, we

determine our light source for the painting

and start blocking in the colors. I want the

sun to shine from somewhere on the right,

near the horizon, and so cast my shadows

accordingly. For the structure I add a new

layer, because it will be easier later to work

on it without disturbing the landscape (Fig.12).

Instantly, we achieve depth, adding form to the

shapes.

We continue refining the scene, ignoring small

details for now – you want to get the feel of

the image right first before possibly wasting

time on details that later may not work. Start

using slightly smaller brushes, and maybe even

change the Opacity and Flow manually in the

Options Bar to layer our colors like washes,

which will automatically make everything blend

to a certain degree (Fig.12a).

By the way, if you make a mistake

simply go into your History palette and

either click on the Delete icon (the little

trash can at the bottom), or click and drag

the steps onto the icon. You can delete multiple

steps at once by selecting any one step in the

list, and then drag it and the ones below it into

the bin – the ones below the selected step will

follow automatically. Just make sure to never

delete the very top step in your palette, as it will

revert the image to its previously saved stage. If

you decide that deleting the steps wasn’t a good

decision after all, you can reverse it by going

to Edit > Undo Delete States. This however

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Beginner’s Guide to Digital Painting Part 3

Set the Palette to Local (Perceptual), change

the Colors to whatever number of colors you

want. 256 will be the most you can get, and

will obviously give you the broadest range of

shades. So I’ll stick with that. In the drop-down

menu of Forced, select None, and uncheck

Transparency. Then set your Dither to None, too

(Fig.13b). Hit OK.

Now, go back into Image > Mode, and select

Color Table – another box will pop up showing

you your Swatches (Fig.13c). Save them. Now

you can Load the new set from your Swatches

palette menu (click on the small arrows in the

top right corner to see the menu), and away you

go!

ConclusionWith this I shall leave you until next chapter,

hoping that at least a little bit of what

we’ve learned this time has stuck. It was

quite a lot to digest, but you can always

go back and check it up again.

Next time we will be looking at coloring a

monochrome painting or sketch, adding to

and changing things in a painting, applying

different blending methods, as well as using

photos – either directly or as brushes in our

work. And this is where the freedom of digital

painting will truly start …

Nykolai AleksanderFor more from this artist visit

http://www.admemento.com/

or contact

[email protected]

will only work if you haven’t done anything new

to your picture yet. The moment you make

just a single new brushstroke, the chance

of recovering the deleted steps is gone …

Forever. Really!

Note: If you feel fine about using colors

straight away, I’d suggest not adding a layer

to your canvas but to just fill it with a color

that would be a good base for the painting,

and then take it from there with broad, rough

brushstrokes that you will then refine over the

course of the painting. Use the same brushes

for this as suggested for blocking in a line

sketch.

Stepping back in time…And last but oh so definitely not least, I need

to seriously backtrack all the way to the first

chapter of this series for a second, before

brining this installment to a close, and rectify

something that was brought to my attention

by the lovely Lica Rodriguez on deviantART

(http://jlr-lica.deviantart.com), who was kind

enough to point this out to me: Turning colors in

images (like photos) into Swatches is possible in

Photoshop CS, and this is how you do it:

Open an image/photo – I‘m using a picture

I took here in South Africa as an example

because the color range is rather nice (Fig.13).

Go to Image > Mode > Indexed Color. A pop-up

box will come up (Fig.13a) that gives us a

few options. The default settings won’t

do, so here we go to change that:

Page 90: 2D Artist - Issue 045 - September 2009

3DTotal presents the new issue of 3dcreativemagazine: a downloadable monthly magazine for concept art, digital & matte painting for only £2.75 (approx $3.78 - €2.93)

visit www.3dcreativemag.com to download the free ‘lite’ issue, the full issue, subscription offers and to purchase back issues.

Issue 049 September 2009

The GalleryJonathan Simard, Nikita Veprikov, Deniz Ozemre & more!

InterviewHao Ai Qiang

Amphibian Man Bruno Melo returns to take on the latest topic of an “amphibian-man” in the ZBrush “Manimal” Creation series

FREE Inside LookDigital Art Masters: Volume 4 Project Overview by Michal Kwolek

Photoshop for 3DRichard Tilbury shows us how to add volumetric lighting and particle effects to our 3D scenes

Next-Gen Character Creation Joseph Harford wraps up sculpting the high-poly mesh in ZBrush in the fourth part of this multi-software tutorial series

Creating Custom Textures in Photoshop Richard Tilbury looks at the value of bump and specular maps, and how overlay maps can help disguise tiling issues

Project Overview“Le Rabbit” by Jose Alves da Silva

Page 92: 2D Artist - Issue 045 - September 2009

David Munoz Velazquez is no stranger to 2DArtist;

impressing us once more with his character concept,

“Hovercraft Parrot”, we welcome David back to issue 45

to talk us through the creation process of this intriguing

design. Based on a great back story, find out how David

breathes life into his designs through his skilful brushwork

and his ability to meld the rough with the smooth!

“The design is somewhat abstract because with the method I used kept changing the shapes until I found something interesting – this made the work more fun and the results became more of a surprise to me.”

Page 93: 2D Artist - Issue 045 - September 2009

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Hovercraft Parrot Making Of

organisms. The design is somewhat abstract

because with the method I used kept changing

the shapes until I found something interesting

– this made the work more fun and the results

became more of a surprise to me.

BrushesThese are the brushes I used to create

Hovercraft Parrot (Fig.00). I like to use several

brushes in order to get more texture and detail

variation without actually using any textures.

ConceptI started by drawing a quick concept, focusing

on the top part of the character first and

foremost (Fig.01). Here I was working quite

simply with general shapes that I liked, but they

did of course change throughout the process, as

you’ll see.

At this point, I’m using brushes 3 and 4 from the

before-mentioned brushes (see Fig.00).

Lighting, Color & DetailStill using brushes 3 and 4, the next stage was

all about lighting and color, although nothing

was yet definitive at this part of the process

(Fig.02). I like to improvise whilst I create

a character and so avoid making any final

decisions so early on.

I started trying some ideas out at the bottom

part of the character here (Fig.03) – I didn’t think

the legs were working as a humanoid type. Still

adding lighting and some detail, and still using

brushes 3 and 4 (Fig.00) – not thinking about

the background, but knowing that it was going

to be dark or cloudy to compliment the character

design and the concept.

Making Of ‘Hovercraft Parrot’Software Used: Photoshop

About Hovercraft ParrotThis is a character design which is in fact more

the design of a vehicle to be used for personal

transport, or racing. It has to be like a hovercraft

because the surface of the planet is very rough

covered by small, crystal, organic plants. These

tiny plants emit an electrical power and have

small magnetic shields; they are connected to

one another and they give energy to the planet

and its inhabitants. The armor – the vehicle –

absorbs the energy simply by gliding over these

energizing plants.

Most of the planet’s surface is covered by these

plants, as well as bushes and very small, dark

rocks. The blue electrical plants are the ones

that connect together – if there is too much

energy they will blow away, eroding the terrain,

but in doing so they create a surge of energy

through which more of these new plants will

come to life to take their place.

The planet doesn’t have any sun or water; it

is simply driven by the energy of the electrical

“I like to improvise whilst I create a character”

Page 94: 2D Artist - Issue 045 - September 2009

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Making Of Hovercraft Parrot

Refining the design further still (still brushes 3

and 4), I made a clear decision about the bottom

part of the character at this stage; it was here

that I knew I wanted it to be hovercraft looking

(Fig.04).

I then changed some elements on the armor

and the engine, trying to make it look more

mechanical (again, using brushes 3 and 4)

(Fig.05).

Another clear idea for the design I came up

with was to give him wings to glide – some kind

of flaps which, as well as being purposeful to

help him in flight, are also built like armor for

protection (Fig.06). I’m still using brushes 3 and

4!

To finish up the character before moving onto

the character, I changed some proportions

and made some final design changes. I also

added some light effects to the flying engine – I

think they look clearer in their function like this

(Fig.07). I was still using brushes 3 and 4 here –

we’re about to see how the other brushes were

used, though!

The BackgroundFor the background design, I separated the

figure onto a different layer to be able to paint

behind it. I had more or less a clear of how the

Page 95: 2D Artist - Issue 045 - September 2009

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Hovercraft Parrot Making Of

colors and lighting were going to be similar to

the colors I used during the character design.

You can see that I started to apply some shapes

and color down, using brushes 3 and 4, and also

introducing brushes 1 and 5 (see Fig.00) to the

mix, too (Fig.08).

Using brushes 7 and 8 (see Fig.00) I continued

to add the small yellow plants, whilst brush 9

was helpful to apply some brightness and make

the areas around the plants shine, indicating

their ability to emit light and electricity (Fig.09).

Close-UpsHere is a close-up of the background finished

(Fig.10). At this point I’d used all of the brushes

shown in Fig.00. Keeping the desaturated tones

I added some yellow-brown hints to give it a

mossy look, and I made it clearer that the plants

were connected by adding some small sparks

between them.

Finally, here is a close-up detail of the character;

even for the final detailing I was using brushes

3 and 4 (Fig.11-12). I kept some areas more

detailed and left others loose, adding color and

shapes to give detail without explaining the

shapes too much, keeping life in the brushwork

and the design.

The final composition can be seen in Fig.13.

Thanks for reading!

David Munoz VelazquezFor more from this artist visit

http://www.munozvelazquez.com/

or contact

[email protected]

“Keeping the desaturated tones I added some yellow-

brown hints”

Page 96: 2D Artist - Issue 045 - September 2009

page 96www.2dartistmag.com Issue 045 September 2009

Making Of Hovercraft Parrot

Page 98: 2D Artist - Issue 045 - September 2009

© Bradford Rigney

With the release of 3DTotal’s latest book,

Digital Art Masters: Volume 4, we have

some exclusive chapters for you...

This book is more than just an artwork

book. Not only does it feature

full-colour, full-page images, but each artist

has given a detailed description, in their

own words, of the creation process behind

each piece of published artwork. And

they’ve done it especially for this book!

This month we feature:

“Containment Breach Sub-

Level 5” by Bradford Rigney

Page 99: 2D Artist - Issue 045 - September 2009

© Bradford Rigney

The following shots of the “Containment Breach Sub-Level 5” book pages are featured here in full-resolution and can be read by zooming in...

Digital Art Masters: Volume 1, 2, 3 & 4

Now avaliable from the 3DTotal shop: http://www.3dtotal.com/books/

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InterviewsJason Seiler

TutorialsUsing 3D as a Base for 2D Painting

Part 4 by Carlos Cabrera

Custom Brushes: Part 3

Dynamic Characters!

Part 4: Dynamic & Exaggerated Poses by Mark McDonnell

Beginner’s Guide to Digital Painting:

Part 3 by Nykolai Aleksander

Galleriesanother 10 of the best

Images from around the world!

image: Guillaume Menuel

visit www.2dartistmag.com for full information and to purchase current and

previous issues for only £2.75 each!

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About us 3DTotal

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